Chapter 8: Enchanted Gear
Staff of Fire The staff has 10 charges and regains 1d6+4
expended charges each dawn. When the last charge
Staff, very rare (requires attunement by a druid, is expended, roll a d20. On a 1, the staff melts into
water and is destroyed.
sorcerer, warlock, or wizard; cost 15,000 gp)
Staff of Gravity Bending
Crafting Components: Ruby charged by a dragon’s
Staff, rare (requires attunement; cost 5,000 gp)
flame, efreeti’s coin gained by exchange Crafting Components: A nonmagical staff planted
While holding this staff you gain resistance to
fire damage, and you can use an action to expend at the planet’s magnetic pole for 24 hours
charges to cast one of the following spells, using You gain a +2 bonus to attack and damage rolls with
your spell save DC: burning hands (1 charge), this magic quarterstaff. In addition, while holding it
fireball (3 charges), wall of fire (4 charges). you gain a +2 bonus to spell attack rolls.
The staff has 10 charges and regains 1d6+4 While holding this staff, you can use an action
expended charges each dawn. When the last charge to sense the direction of magnetic north (nothing
is expended, roll a d20. On a 1, the staff crumbles happens if the staff is used in a location that has no
to ash and is destroyed. magnetic north.) Alternatively, you can use an action
to expend charges to cast one of the following spells
Staff of Frost (spell save DC 15): feather fall (1 charge), jump (1
charge), levitate (2 charges), telekinesis (5 charges),
Staff, very rare (requires attunement by a druid, reverse gravity (7 charges).
sorcerer, warlock, or wizard; cost 15,000 gp) The staff has 10 charges and regains 1d6+4
expended charges each dawn. When the last charge
Crafting Components: Shard of ice from the land’s is expended, roll a d20. On a 1, the staff loses its
magical properties.
highest peak, prized possession of an ice devil
While holding this staff you gain resistance to cold 299
damage, and you can use an action to expend charges
to cast one of the following spells, using your spell
save DC: fog cloud (1 charge), ice storm (4 charges),
wall of ice (4 charges), cone of cold (5 charges).
Trials & Treasures
Staff of Healing charges in the staff. Every other creature in the
area makes a DC 17 Dexterity saving throw. On
Staff, rare (requires attunement by a bard, cleric, or a failed save, a creature takes damage based on
how far away it is from the point of origin, as
druid; cost 5,000 gp) on the Retributive Strike table. On a successful
save, a creature takes half as much damage.
Crafting Components: A unicorn’s tears of joy
While holding this staff, you can use an action to TABLE: RETRIBUTIVE STRIKE
expend charges to cast one of the following spells,
using your spellcasting ability modifier: cure wounds DISTANCE FROM ORIGIN DAMAGE
(1 charge per spell level, up to 4th-level), lesser resto-
ration (2 charges), mass cure wounds (5 charges). 10 feet away or closer 8 × charges in the staff
The staff has 10 charges, regaining 1d6+4 11 to 20 feet away 6 × charges in the staff
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the staff disappears 21 to 30 feet away 4 × charges in the staff
with a flash of light and is lost forever.
Staff of Striking
Staff of Power
Staff, very rare (requires attunement; cost 20,000 gp)
Staff, very rare (requires attunement by a sorcerer,
Crafting Components: Petrified treant wood,
warlock, or wizard; cost 50,000 gp)
thrice teleported quartz
Crafting Components: Blood of an adult dragon, You have a +3 bonus to attack and damage rolls
made with this magic quarterstaff.
ivory staff which has visited both Lower Planes
When you hit with a melee attack using this staff,
and Upper Planes you can expend up to 3 of its charges, dealing an
You have a +2 bonus to attack and damage rolls extra 1d6 force damage per expended charge.
made with this magic quarterstaff. When you hit
with a melee attack using this staff, you can expend The staff has 10 charges and regains 1d6+4
1 charge to deal an extra 1d6 force damage to the expended charges each dawn. When the last charge
target. Additionally, while holding it you gain a +2 is expended, roll a d20. On a 1, it loses its magical
bonus to AC, saving throws, and spell attack rolls. properties.
Spells. While holding this staff, you can use Staff of Swarming Insects
an action to expend charges to cast one of the
following spells, using your spell save DC and Staff, rare (requires attunement by a bard, cleric, druid,
spell attack bonus: magic missile (1 charge), ray
of enfeeblement (1 charge), levitate (2 charges), sorcerer, warlock, or wizard; cost 5,000 gp)
hold monster (5 charges), lightning bolt (5th-level
version, 5 charges), wall of force (5 charges), cone Crafting Components: Honey stolen from a cloud
of cold (5 charges), fireball (5th-level version, 5
charges), globe of invulnerability (6 charges). giant’s beehive
The staff has 20 charges and regains 2d8+4 While holding this staff, you can use an action to
expended charges each dawn. When the last charge expend charges to conjure an insect cloud, or cast
is expended, roll a d20. On a 20, the staff immedi- one of the following spells, using your spell save DC:
ately regains 1d8+2 charges. On a 1, the staff loses giant insect (4 charges), insect plague (5 charges)
its magical properties, apart from its +2 bonus to
attack and damage rolls. Insect Cloud (1 Charge). A swarm of harmless
flying insects spreads out in a 30-foot radius from
Retributive Strike. You can use an action you, heavily obscuring the area for creatures other
to destroy the staff, releasing its magic in a than you. It moves when you do, with you at its
30-foot-radius explosion. Roll a d6. On an even center. The radius of the swarm decreases by 10
result, you teleport to a random plane of exis- feet each time you are included within an area
tence and avoid the explosion. On an odd result, of effect that deals damage. The insects remain
you take damage equal to 16 × the number of for 10 minutes, until the swarm’s radius is less
than 10 feet, or it is dispersed by strong wind.
300
Chapter 8: Enchanted Gear
The staff has 10 charges and regains 1d6+4 tence and avoid the explosion. On an odd result,
expended charges each dawn. When the last charge you take damage equal to 16 × the number of
is expended, roll a d20. On a 1, the staff is destroyed charges in the staff. Every other creature in the
as it transforms into a swarm of insects which area makes a DC 17 Dexterity saving throw. On
immediately disperse. a failed save, a creature takes damage based on
how far away it is from the point of origin, as
Staff of the Magi on the Retributive Strike table. On a successful
save, a creature takes half as much damage.
Staff, legendary (requires attunement by a sorcerer,
Staff of the Python
warlock, or wizard; cost 250,000 gp)
Staff, uncommon (requires attunement by a cleric,
Crafting Components: Archmage’s journal found
druid, or warlock; cost 500 gp)
in the Ethereal Plane, blood of an ancient dragon,
Crafting Components: Scales of a snake who
ivory staff which has visited both Lower Planes
consorted with hags
and Upper Planes You can use an action to speak this staff’s command
You have a +2 bonus to attack and damage rolls word and throw it at a point on the ground within
made with this magic quarterstaff. Additionally, 10 feet to transform it into a giant constrictor snake.
while holding it you gain a +2 bonus to spell attack During your turn, while you aren’t incapacitated
rolls and advantage on saving throws against spells. and remain within 60 feet of it, you can mentally
command the snake. The snake acts immediately
Spell Absorption. When another creature casts after you. You decide its moves and actions, or
a spell which targets only you, you can use your you can issue a general command such as to guard
reaction to cause the staff to absorb the magic of a location.
the spell, cancelling its effect and gaining charges
equal to the spell’s level. If this brings the staff’s As a bonus action, you can transform the snake
total charges above 50, the staff explodes as if back into a staff by repeating the command word.
you activated its Retributive Strike. The staff appears in the space formerly occupied by
the snake. If the snake has at least 1 hit point when
Spells. While holding this staff, you can use it becomes a staff, it regains all its hit points.
an action to expend charges to cast one of the
following spells, using your spell save DC and If the snake is reduced to 0 hit points, it is
spell attack bonus: flaming sphere (2 charges), destroyed, reverting to staff form before shattering
invisibility (2 charges), knock (2 charges), web into pieces.
(2 charges), dispel magic (3 charges), ice storm
(4 charges), wall of fire (4 charges), passwall (5 Staff of the Web-Tender
charges), telekinesis (5 charges), conjure elemental
(7 charges), fireball (7th-level version, 7 charges), Staff, rare (requires attunement by a druid, warlock,
lightning bolt (7th-level version, 7 charges), plane
shift (7 charges). or wizard; cost 5,000 gp)
You can also use an action to cast the Crafting Components: A branch from a tree grown
following spells from the staff without
expending any charges: arcane lock, detect on the Ethereal Plane
magic, enlarge/reduce, light, mage hand, You gain a +2 bonus to attack and damage rolls
protection from evil and good. with this magic quarterstaff. Additionally, while
The staff has 50 charges and regains 4d6+2 holding it you gain a +2 bonus to spell attack rolls.
expended charges each dawn. When the last charge is
expended, roll a d20. On a 20, the staff immediately While holding this staff, natural and magical
regains 1d12+1 charges. spider webs do not hamper your movement. In
addition, you can use an action to expend 1 charge
Retributive Strike. You can use an action to cast animal friendship (spiders only), using your
to destroy the staff, releasing its magic in a spell save DC. For 1 charge, you cast the 1st-level
30-foot-radius explosion. Roll a d6. On an even version of the spell. You can affect one additional
result, you teleport to a random plane of exis- spider for each additional charge expended.
301
Trials & Treasures
You can use an action to expend 5 charges to Staff of Thunder and Lightning
summon a phase spider, which appears in an
unoccupied space you can see within 60 feet of you. Staff, very rare (requires attunement; cost 12,000 gp)
The spider is friendly to you and your companions
and takes its turn immediately after yours. It obeys Crafting Components: Metal struck by a storm
your verbal commands. Without such commands,
the spider only defends itself. The spider disappears giant’s lightning
when reduced to 0 hit points or 1 hour after you You gain a +2 bonus to attack and damage rolls with
summoned it. this magic quarterstaff. Additionally, while holding
it you can activate one of the following properties,
The staff has 8 charges and regains 1d6+2 each of which can be used once per dawn.
expended charges each dawn. When the last
charge is expended, roll a d20. On a 1, the staff Lightning. When you make a successful melee
transforms into hundreds of harmless Tiny spiders attack with the staff, you deal an extra 2d6
that wander away. lightning damage.
Staff of the Woodlands Thunder. When you make a successful melee
attack with the staff, you cause it to emit a
Staff, rare (requires attunement by a druid; cost 5,000 gp) thunderclap audible up to 300 feet away. The
target makes a DC 17 Constitution saving throw
Crafting Components: Branch from an awak- or it is stunned until the end of your next turn.
ened tree Lightning Strike. You can use an action to fire
You gain a +2 bonus to attack and damage rolls a 120 feet long and 5 foot wide line of lightning
with this magic quarterstaff. Additionally, while from the staff. Each creature in the area makes
holding it you gain a +2 bonus to spell attack rolls. a DC 17 Dexterity saving throw, taking 9d6
lightning damage on a failure, or half damage
While holding this staff, you can use an action to on a success.
cast pass without trace, or to expend charges to cast
one of the following spells, using your spell save DC:
animal friendship (1 charge), speak with animals
(1 charge), barkskin (2 charges), locate animals or
plants (2 charges), speak with plants (3 charges),
awaken (5 charges), wall of thorns (6 charges).
Tree Form. As an action you can plant the
staff in the earth and expend 1 charge, trans-
forming it into a full-grown tree. The tree is
60 feet tall, has a 5-foot-wide trunk, and its
highest branches fill a 20-foot radius. The tree
looks ordinary but radiates faint transmutation
magic if inspected with detect magic. By using
an action to touch the tree and speak the staff’s
command word, you can transform it back into
a staff. Creatures in the tree fall when the staff
reverts to its original form.
The staff has 10 charges and regains 1d6+4
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the staff loses its
magical properties.
302
Chapter 8: Enchanted Gear
Thunderclap. You can use an action to create If all five legs have grown into clones, then the
a thunderous roar audible up to 600 feet away. star heart is destroyed.
Each creature other than you within 60 feet
makes a DC 17 Constitution saving throw Curse. While some may say that having a clone
or takes 2d6 thunder damage and becomes that believes itself to be just as much “you” as
deafened for 1 minute. On a successful save, a yourself is enough of a curse in and of itself, the
creature takes half damage and isn’t deafened. star heart has other dangers. It was designed for a
disposable warrior class of drones and isn’t quite
Thunder and Lightning. You can use an action compatible with other creatures. Every time the
to use the Lightning Strike and Thunderclap star heart creates a clone, there’s a chance that
properties simultaneously. This doesn’t expend something may go wrong. Roll 1d20 and consult
the daily uses of those properties, only this one. Table: Star Heart Clone. If the result was over 11,
then roll again, applying all effects.
Staff of Withering
TABLE: STAR HEART CLONE
Staff, rare (requires attunement by a cleric, druid, or D20 EFFECT
warlock; cost 5,000 gp) The clone is an exact copy (unless affected by
1
Crafting Components: Remains of a creature killed
previous rolls) but it is lifeless.
by the blight spell
This magic quarterstaff has 3 charges and regains Nothing. The clone is an exact copy of you (if
1d3 expended charges each dawn. When you make you have acquired scars or other imperfec-
a successful melee attack with the staff, you can 2–11
expend 1 charge to deal an extra 2d10 necrotic tions over the years that regeneration didn’t
damage. The target makes a DC 15 Constitution cure then the clone will still lack them).
saving throw or for the next hour it has disad-
vantage on Strength and Constitution checks and 12–13 The clone is an exact copy, but its mind has
saving throws. been permanently warped by the regenera-
tion process. It rolls once on Table: Long-Term
Star Heart Mental Stress Effects.
Wondrous item, legendary (requires attunement; 14–15 The clone is an exact copy but something
has changed in its personality. The clone may
cost 76,000 gp) choose to pursue a different class or profes-
sion than you. Whenever the clone can see you,
Crafting Components: Corpse of a darkmantle and it needs to make a DC 12 Wisdom check or it
acquires a short-term mental stress effect.
metal that has fallen from space
This item looks like a bright orange starfish. Once 16–17 Something is off. The clone may have differ-
you are attuned to the star heart it attaches to your ent colored eyes or hair, new birthmarks or
skin over your heart, and as long as you have at blemishes, or other minor differences (such
least 1 hit point you regain 1d6 hit points every 10 as a different score in one or two abilities).
minutes. If you lose a body part, after 1d6 + 1 days Such differences are easy to hide and can be
if you have at least 1 hit point the whole time the difficult to spot. These differences prey on
body part regrows and returns to full functionality. the clone’s mind when it is near you. When-
ever the clone can see you, it needs to make
In addition, any lost body part grows into an a DC 12 Wisdom check or it acquires a short-
entirely new version of version of yourself after 1d4 term mental stress effect.
+ 3 days, complete with your personality, memory,
and abilities. This new clone is independent and
sentient, although it is incapable of further dupli-
cation. Every time a clone is created, one of the five
legs of the star heart withers and dies; it only regener-
ates when its associated clone dies.
303
Trials & Treasures
TABLE: STAR HEART CLONE (CONTINUED) main cloak, but can be reattached on your turn (no
action required). Only one item may be detached
D20 EFFECT from the cloak at a time. Three times between
long rests, when you see a creature target you with
The clone is obviously imperfect. At the an attack you can use your reaction to spin the
Narrator’s discretion, the clone may be cloak into its path. The cloak hardens like a shield,
noticeably shorter, taller, heavier, or lighter increasing your AC by +4 against that attack.
than you. The clone has disadvantage on any
18 attempts to disguise itself as you. Whenever Stick Awl
the clone can see you, it needs to make a DC
14 Wisdom check or it acquires a long-term Wondrous item, uncommon (cost 150 gp)
mental stress effect.
Crafting Components: An early creation of a
The clone is effectively a reincarnation of master craftsman
you. Roll on Table: Reincarnation (page 585
in the Adventurer’s Guide) to determine the This simple, small, pointed leatherworking tool has
19 a sturdy maple wooden handle and a superb steel
clone’s heritage. Whenever the clone can see point that never dulls. Used by crafters to make
you, it needs to make a DC 14 Wisdom check the finest armor, it has been known to pierce the
or it acquires a long-term mental stress effect. toughest of hides. When used as a weapon the awl
is treated as a dagger that deals 1 point of magical
There is a darkness within the clone and it piercing damage. When you speak the command
wants to replace you. No matter how perfect word while making a successful melee weapon
the copy, the clone always attacks you on attack with it against an object, the awl is destroyed
sight with the intent to kill (at the Narrator’s after puncturing a hole. The awl is able to puncture
discretion, the clone may delay such an act any substance, and the hole it leaves behind is
if it would be immediately beneficial to the 3-inches deep with a diameter of 1/8th-inch. Unlike
clone — once the benefit is gone, the blood- other enchanted trinkets, the awl can be used as a
20 lust returns). The clone also plots against you weapon without potentially being destroyed.
when not in its presence, hiring assassins or
otherwise attempting to vex or destroy you. Stone of Controlling Earth Elementals
Note that particular mental stress effects Wondrous item, rare (cost 5,000 gp)
do not stack. For example, if the clone has
both a personality change and develops a Crafting Components: The crystal heart of an
phobia, it only needs to make a single DC 14 earth elemental
Wisdom check when it sees you.
You can use an action to touch this 5 pound stone to
Steelsilk Mantle the ground and speak a command word, summoning
an earth elemental (as the conjure elemental spell).
Wondrous item, rare (requires attunement; Once used, the stone cannot be used again until the
cost 5,000 gp) next dawn.
Crafting Components: Silk of a giant spider Stone of Good Luck (Luckstone)
This ornate purple silk cloak is interwoven with
enchanted steel threads. As a bonus action, you can Wondrous item, uncommon (requires attunement;
reshape some part of the cloak into any mundane
steel object that can be held in one hand, such as a cost 350 gp)
sword, a key, or a cage. This item detaches from the
Crafting Components: Agate
You gain a +1 bonus to ability checks and savings
throws as long as this lustrous gemstone is on
your person.
304
Chapter 8: Enchanted Gear
Subtle Mage Gloves Sword of Life Stealing
Wondrous item, rare (requires attunement; cost 5,000 gp) Weapon (any sword), rare (requires attunement;
Crafting Components: Gloves that have visited at cost 2,000 gp)
least 6 different planes of existence Crafting Components: Vampire dust
While wearing these gloves, you gain a +1 bonus to When you use this weapon to make an attack against
AC. In addition, when you cast a spell you can use a creature that is not a construct or undead and roll
your reaction to expend a number of charges equal a natural 20, the creature takes an extra 3d6 necrotic
to the spell’s level, casting it without any seen or damage and you gain an amount of temporary hit
vocalized components. The gloves have 4 charges points equal to the necrotic damage dealt.
and regain 1d3 charges each dawn.
Sword of Sharpness
Sun Blade
Weapon (any sword that deals slashing damage), very
Weapon (longsword), rare (requires attunement;
rare (requires attunement; cost 7,000 gp)
cost 5,000 gp)
Crafting Components: Sharp tooth from a living
Crafting Components: Scroll of daylight crafted on
adult or older dragon
a Celestial Plane Objects hit with this sword take the maximum
This weapon first appears to be nothing more than damage the weapon’s damage dice can deal.
a sword hilt. While holding the hilt, you can use a
bonus action to make a blade of sunlight appear or When you use this sword to make an attack
disappear. Being proficient in shortswords or long- against a creature and roll a natural 20, the target
swords grants proficiency with this magic sword, takes an extra 4d6 slashing damage. Then roll an
which also has the finesse property as long as the additional d20, and on a natural 20 you chop off
blade is in existence. one of the target’s limbs (or a portion of its body
if it has no limbs). The Narrator determines what
While the blade is ignited, you gain +2 bonus to effect (if any) the result of this severing off is.
attack and damage rolls made with it, dealing 1d8
radiant damage on a hit (instead of slashing damage), You may also speak this sword’s command word to
or 2d8 radiant damage if your target is undead. make the blade emit bright light in a 10-foot radius
and dim light an additional 10 feet. Repeating the
The blade shines with bright sunlight in a 15-foot command word or sheathing the sword extinguishe’s
radius and dim sunlight for an additional 15 feet. the blade’s light.
You can use an action to increase or decrease the
bright sunlight and dim sunlight radiuses by 5 feet, Sword of Wounding
up to a maximum of 30 feet each or down to a
minimum of 10 feet each. Weapon (any sword), rare (requires attunement;
Survivor’s Cloak cost 5,000 gp)
Wondrous item, rare (requires attunement; cost 3,000 gp) Crafting Components: Devil’s claw
Once per turn, when you use this sword to hit a
Crafting Component: Troll claw creature with a melee weapon attack, in addition to
This cloak is an unassuming neutral grayish-brown dealing the attack damage you may inflict it with
color that seems to slowly fade into the background a wound. A wounded creature takes 1d4 necrotic
whenever you are standing still. You cannot attune damage at the start of each of its turns for each
to this cloak if you are not proficient with Survival. wound you have inflicted this way. Whenever the
creature is damaged by its wound, it can make a
While attuned to and wearing the cloak, you may DC 15 Constitution saving throw, ending all wound
treat a long rest as if you were in a haven. Once you effects it is suffering from on a success. Alternatively,
use this property, you cannot do so again for 1 week. the wounds can be healed if the wounded creature
(or a creature within 5 feet of it) uses an action to
In addition, the cloak allows you to travel at a fast make a DC 15 Medicine check, ending all wound
pace while remaining stealthy. effects it is suffering from on a success.
305
Trials & Treasures
Damage dealt by this sword can only be regained Talisman of the Sphere
by taking a short or long rest — no other method,
magical or otherwise, will restore the hit points. Wondrous item, legendary (requires attunement;
Tailored Suit of Armor cost 85,000 gp)
Armor (padded leather), common (requires attunement; Crafting Components: Platinum infused with the
cost 80 gp) essence of the Astral Sea
When you hold this talisman while making an
Crafting Components: Underclothes worn during Intelligence (Arcana) check to control a sphere of
annihilation add your proficiency bonus twice. If
both a battle and a dance you are in control of a sphere of annihilation at the
For the debonair gentleman or sophisticated start of your turn, you can use an action to move
lady who wishes to attend the ball in something the sphere 10 feet plus a number of additional feet
respectable but still retain the safety of mind that equal to 10 × your Intelligence modifier.
armor provides, this set of padded leather armor
is glamored with an illusion that makes it look Talisman of Ultimate Evil
like a finely-tailored suit or dress. This illusion
does not hold up to physical scrutiny and any Wondrous item, legendary (requires attunement by an
creature who physically interacts with the armor
sees through the figment with a successful DC 10 Evil creature; cost 75,000 gp)
Investigation check.
Crafting Components: An unholy symbol sanctified
Talisman of Pure Good
by an evil god
Wondrous item, legendary (requires attunement by a This talisman’s blasphemous nature harms creatures
that do not have the Evil trait, dealing 6d6 necrotic
Good creature; cost 75,000 gp) damage when touched (or 8d6 necrotic damage to a
creature with the Good trait). A creature carrying or
Crafting Components: A holy symbol sanctified by holding this item takes the same damage at the end
of each of its turns as long as it does so.
a good aligned god
This talisman’s purity harms creatures that do not A cleric or herald with the Evil trait can use this
have the Good trait, dealing 6d6 radiant damage talisman as a holy symbol, which grants a +2 bonus
when touched (or 8d6 radiant damage to a creature to spell attack rolls while held or worn.
with the Evil trait). A creature carrying or holding
this item takes the same damage at the end of each In addition, the talisman has 6 charges. While
of its turns as long as it does so. wielded or worn, you can use an action to expend
a charge and choose a target within 120 feet that
A cleric or herald with the Good trait can use this is on the ground. If the creature has the Good
talisman as a holy symbol, which grants a +2 bonus trait, it makes a DC 20 Dexterity saving throw or
to spell attack rolls while held or worn. is destroyed by a flaming pit that appears beneath
it. Once the pit closes no trace of it or the target
In addition, the talisman has 7 charges. While remains. Once all charges are expended, the
wielded or worn, you can use an action to expend a talisman melts into a puddle of ooze.
charge and choose a target within 120 feet that is on
the ground. If the creature has the Evil trait, it makes That Which Spies From
a DC 20 Dexterity saving throw or is destroyed by Infinity’s True Name
a flaming pit that appears beneath it. Once the pit
closes no trace of it or the target remains. Once all Wondrous item, uncommon (requires attunement;
charges are expended, the talisman collapses into
golden specks of light. cost 150 gp)
Crafting Components: Parchment that has never
been exposed to sunlight
This slip of parchment contains the magically
bound name “Holtrathamogg” surrounded by
eldritch symbols that defy all translation. While
306
Chapter 8: Enchanted Gear
you are attuned to it, you can use a bonus action to Tome of Clear Thought
invoke the name on this parchment to summon a
vision of a dark and tentacled elder evil beside you Wondrous Item, very rare (cost 20,000 gp)
for 1 minute. Holtrathamogg is utterly alien and is
disquietingly silent unless spoken to. Once a vision Crafting Components: Parchment soaked in a
is summoned in this way, it cannot be summoned
again for the next 24 hours. khalkos' blood
This magical book dictates methodologies for more
You can use an action to verbally direct the vision rational and logical thinking. Spending 48 hours over
to do any of the following: 6 days (or fewer) reading and following the book’s
methodologies increases your Intelligence score and
• Instantly snuff out a bonfire, candle, or your maximum Intelligence score by 2. The tome
similar light source within 15 feet. then becomes a mundane item for a century before
it regains its magic.
• Translate up to 25 words of spoken or
written Deep Speech into Common. Tome of Leadership and Influence
• Whisper madness into the ears of a target Wondrous item, very rare (cost 20,000 gp)
creature within 5 feet. A creature whispered
to in this way makes a DC 13 Wisdom saving Crafting Components: Personal diary of a famous
throw or becomes frightened until the end of
its next turn. leader or conquerer
This magical book details techniques for how to
Alternatively, as an action while the vision is best influence others. Spending 48 hours over 6
summoned you can agree to revoke your claim on days (or fewer) reading and practicing the book’s
That Which Spies From Infinity in exchange for its techniques increases your Charisma score and your
direct assistance. When you do so the parchment maximum Charisma score by 2. The tome then
melts away into nothing and for the next minute the becomes a mundane item for a century before it
vision transforms into an eldritch ethereal tentacle regains its magic.
within 30 feet. On each of your turns, you can use a
bonus action to verbally instruct the tentacle to make Tome of the Endless Tale
a melee spell attack (+6 bonus to hit) against a target
within 10 feet of it. On a hit, the target takes 1d8 Wondrous item, common (cost 50 gp)
cold damage and its Speed is reduced by 10 feet until
the start of your next turn. Once you have revoked Crafting Components: Writing quill used at least
your claim in this way, you can never invoke That
Which Spies From Infinity’s true name again. once by a published fiction author
The stresses of a wizard’s education can overwhelm
Timekeeper Gremlin even the most stalwart apprentices without some sort
of diversion. Typically resembling a small, worn book
Wondrous item (gear gremlin), common (cost 50 gp) with fanciful creatures or locales on battered leather
covers, the tome’s pages fill with serialized stories that
Crafting Components: Inaccurate or broken engage and distract the reader. Each tome focuses on
a given genre (often romance or adventure) but the
stone sundial stories crafted within the pages are unique to each
Inside of this iron locket waits a Tiny ethereal reader, tailored by the magic from their own imagina-
green goblinoid endlessly counting to itself. The tion and so vibrant that the book’s tales seem to come
magical creature obeys very limited instructions to life in the mind’s eye.
but only when they relate to timekeeping. It counts
the seconds, minutes, and hours accurately out Each tome has 3 charges. When you speak the
loud as they pass, immediately losing count when command word and use an action to expend 1
interrupted. charge, its pages fill with a serial story tailored to
the next reader that touches the tome. This story
typically takes 1 hour to read, continuing from
where the last tale completed.
307
Trials & Treasures
When you speak another command word and use their new appearance, the illusion fades. The illusion
an action to expend all 3 charges, the story created can also be detected by a creature that spends an
when the book is opened is particularly engrossing action inspecting them and succeeds on a DC 13
and the reader must succeed on a DC 10 Wisdom Investigation check.
saving throw or be enthralled, failing to notice
anything that is not directly harmful. Alternatively, while you are touching these
thieves’ tools ytou can command them to truly
The tome has 3 charges and regains 1d3 charges become whatever type of artisan’s tools they are
each dawn. If you expend the last charge, roll a d20. disguised as. You add your proficiency bonus to
On a result of 5 or less, the tome loses its magic and the first ability check you make with that set of
becomes a mundane item. artisan’s tools. Afterward the artisan’s tools remain
in their new form as all magic fades from them
Tome of Triumphant Tavern Keeping and they become a mundane item.
Wondrous item, uncommon (cost 135 gp) Transforming Cloak
Crafting Components: Beautiful leather bound Wondrous item, very rare (requires attunement;
tome, notes on tavern keeping from a dozen
cost 30,000 gp)
retired workers
This collection of journals from tavern keepers the Crafting Components: Essence of a giant elemental
world over contains numerous stories about revelry While you are attuned to and wearing a transforming
written by the people that enabled them. After you cloak, you gain resistance to a type of damage and
spend 12 hours reading through the book’s tales, you can use an action to activate an elemental form
whenever you are in a pub, inn, or tavern you gain that lasts for 1 hour, until you fall unconscious, or
advantage on Wisdom and Charisma checks made you use a bonus action to end it. Once you have used
against the workers there. The tome then becomes a
mundane item for 28 days before it regains its magic.
Tome of Understanding
Wondrous item, very rare (cost 20,000 gp)
Crafting Components: Parchment made from an
ancient tree in the Dreaming
This magical book contains lessons and practices
for enhancing intuition, empathy, and awareness.
Spending 48 hours over 6 days (or fewer) reading
and memorizing the book’s lessons increases your
Wisdom score and your maximum Wisdom score
by 2. The tome then becomes a mundane item for
a century before it regains its magic.
Tools of the Hidden Hand
Wondrous item, common (cost 30 gp)
Crafting Components: Thieves’ tools owned and
used by at least 3 different thieves
Carrying thieves’ tools is frequently illegal without
a license or certification for locksmithing and even
then can be an unfortunate piece of circumstantial
evidence in the courts. As an action, you can alter
the shape of these thieves’ tools to resemble any one
set of artisan’s tools. If used for any task related to
308
Chapter 8: Enchanted Gear
the cloak to take on an elemental form, you cannot Trident of Fish Command
use that property again until you have finished
a long rest. The resistance you gain and the type Weapon (trident), uncommon (requires attunement;
of your elemental form is listed on Table: Trans-
forming Cloaks. cost 500 gp)
Gnome Cloak. This cloak appears to be made Crafting Components: Scroll of animal friendship
of vibrant earthy soil, yet it leaves no dirt where This weapon has 3 charges. While carrying the
it touches. You have advantage on saving throws trident, you can use an action to expend 1 charge
to resist being pushed, pulled, knocked prone, or and cast dominate beast (save DC 15) on a beast
otherwise involuntarily moved. While your earth with an innate swimming speed. At dawn each
form is active you gain resistance to damage from day the trident regains 1d3 expended charges.
nonmagical weapons, tremorsense to a range of
30 feet, and a burrow speed equal to half your True Weight Gloves
Speed (leaving no tunnel behind).
Wondrous item, common (cost 50 gp)
Salamander Cloak. This cloak appears to be
made of living flames, though it does not burn. Crafting Components: Ledger completely filled
While your fire form is active you gain immu- with accurate mercantile transaction records
nity to fire damage, your weapon attacks deal
fire damage, when a creature hits you with a This set of emerald green gloves are made from
melee weapon attack you take 1d6 fire damage, velvet with very fine silk stitching and function as a
you can fit through spaces at least an inch wide small scale. While wearing them, you can hold two
without squeezing, and you gain a climb speed objects in your hands and know the exact weight of
equal to your Speed. the objects. The objects must be of a size and weight
that allow you to hold your arms straight out with
Sylph Cloak. This cloak looks like iridescent one in each open palm. While using the gloves to
dragonfly wings that appear to flutter when seen weigh objects, you can speak a command word that
out of the corner of the eye. While your air form is makes them disappear in a puff of green smoke if
active you gain a fly speed of 30 feet (hover), you either object is counterfeit.
do not need to breathe, you do not provoke oppor-
tunity attacks, and you can pass through spaces Tyrant’s Teeth
at least half an inch wide without squeezing.
Wondrous item, very rare (requires attunement;
Undine Cloak. This fine blue and green
cloak always appears to be wet, yet it never cost 7,000 gp)
drips. While your water form is active you gain
resistance to fire damage, a swim speed of 60 Crafting Components: Complete fossilized skeleton
feet, the ability to breathe water, and you can of a dinosaur
pass through space at least half an inch wide
without squeezing. Dagger-sharp fangs ripped from the skull of a tyrant
lizard clatter around this necklace’s cord. When you
attack while wearing it, a ghostly reptilian head
appears and snaps down on your target. You can
only attune to this item if you have survived being
bitten by a Huge or larger reptile or dragon.
TABLE: TRANSFORMING CLOAKS
CLOAK ELEMENTAL COMPONENT RESISTANCE ELEMENTAL FORM
Acid Earth form
Gnome cloak Giant earth elemental Fire Fire form
Lightning Air form
Salamander cloak Giant fire elemental Cold Water form
Sylph cloak Giant air elemental
Undine cloak Giant water elemental
309
Trials & Treasures
While wearing this item your footsteps make the As an action you can place the rune on a humanoid
ground tremble slightly and you have disadvantage corpse that has died within the last 8 hours. The rune
on Stealth checks. is destroyed as its magic is absorbed by the corpse,
animating it as a zombie. When placing the rune, you
When you take energy damage, your attacks deal can feed it a portion of your life force by spending hit
an extra 1d6 damage of the same type until the end points. The zombie obeys your spoken commands
of your next turn. If you are damaged by multiple and is friendly to you and your companions for 1
energy types, you only deal bonus damage of the round per hit point you spent when placing the rune.
most recent type. At the end of this duration it becomes hostile to all
living creatures.
Once per day, when you hit with a melee attack
you can use a bonus action to create a spectral Curse. The unliving rune is cursed and while
tyrannosaur that bites the target, dealing 4d6 it is attached to you any senses or divinations
force damage. that can detect undead incorrectly detect you
as undead. If you die while the rune is attached
Universal Solvent to you, you are reanimated as a zombie after
1d4 rounds.
Wondrous item, legendary (100,000 gp)
Vekeshi Blade
Crafting Components: Saliva from an ancient
Weapon, very rare (cost 15,750 gp)
black dragon
The scent of alcohol wafts out of this bottle of white Crafting Components: Breath of a genie (the genie
liquid. You can use an action to pour the liquid
in the bottle onto a surface within your reach and must be present and cooperative for at least 1
dissolve up to 1 square foot of adhesive (including
sovereign glue). hour of the item’s crafting time)
Composed of fire that has been kindled for five
Unliving Rune centuries since the death of Srasama, this weapon is
pledged to defeat the infernal tieflings. You gain a +2
Wondrous item, common (cost 75 gp) magical bonus to attack and damage rolls made with
this longsword. While wielding this longsword, you
Crafting Components: Gilded manuscript ruined have resistance to fire. On a successful hit against a
celestial, elemental, fey, or fiend, this weapon deals an
by giant octopus ink extra 2d6 damage. In addition, you can use an action
Found in desecrated holy texts, an unliving rune to reshape this weapon into any other melee weapon
is a Tiny construct of negative energy resembling that does not have the heavy property.
a splotch of darkly glowing ink. The rune can be
applied to your skin much like a temporary tattoo, Vial of Beauty
and while attached you can channel negative energy
into an attack. On a successful hit with a melee Potion, common (cost 60 gp)
weapon attack you can use your reaction to activate
the rune, dealing an additional 1d4 necrotic damage Crafting Components: Gift freely given by a bard,
and preventing the target from regaining hit points
until the start of your next turn. You can’t do so heart of a songbird
again until you finish a short or long rest. After spending 1 minute applying this pale lavender
lotion to your skin, you can change one small detail
The rune feeds on your vitality while attached of your appearance for the next 24 hours (like the
to your skin. You gain a slightly sickly appearance, color of your eyes or skin, the length or color of your
and the rune consumes one use of your Hit Dice hair, or an added cosmetic detail such as pointed ears
each dawn. During a short rest, you can peel the or small horns).
rune off your skin, taking 1d6 necrotic damage.
The rune can be stored in a book instead of your
skin but offers no benefit unless attached to you.
When exposed to direct sunlight for a minute or
more, the rune is destroyed.
310
Chapter 8: Enchanted Gear
Vicious Weapon Wand of Cobwebs
Weapon (any), uncommon (cost 400 gp) Wand, uncommon (cost 150 gp)
Crafting Components: Fiend’s heart Crafting Components: Broom stored unused in an
When you roll a natural 20 on an attack roll using
this weapon it deals an extra 2d6 damage of the attic or basement for at least 10 years
weapon’s type (this extra damage does not double). A convincing way to cover one’s tracks is to create
the appearance that an area hasn’t been disturbed
Vorpal Sword in a long time. This spindly wooden wand sheds a
little dust whenever you touch it. While holding it,
Weapon (any sword that deals slashing damage), you can use an action and expend 1 charge to conjure
wispy cobwebs in a 1-foot cube within 30 feet of you
legendary (requires attunement; cost 55,000 gp) that you can see. The cobwebs must be anchored to
two solid masses or layered across a floor, wall, or
Crafting Components: Piece of a broken sword of ceiling. The ground beneath the cobwebs is covered
with a layer of dust that suggests at least a year of
sharpness or a piece of a broken +3 sword disuse. The cobwebs and dust last until cleared away.
You gain a +3 bonus to attack and damage rolls
made with this magic sword, and it ignores resis- The wand has 10 charges and regains 1d6+4
tance to slashing damage. charges each dusk. If you expend the last charge,
roll a d20. On a result of 5 or less, the wand disin-
When you attack a creature with this blade and tegrates into a mass of cobwebs.
it has at least one head, rolling a natural 20 on
the attack roll causes the sword to make a snick- Wand of Elocution
er-snack sound as it efficiently chops off one of the
target’s heads. If the creature can’t survive without Wand, uncommon (cost 500 gp)
its head removed, it dies. This effect does not apply
if the target is too big for its head to be removed Crafting Components: Poetry recited by a creature
by the sword (determined at the discretion of the
Narrator, it doesn’t need a head or have one, has with a Charisma score of 22 or higher
immunity to slashing damage, or has legendary While holding this wand, you can use an action to
actions. In cases where a creature cannot lose a expend 1 charge and touch it to one willing beast
head, it takes an additional 6d8 slashing damage or humanoid. If the target is a humanoid, for the
(unless it is immune to slashing damage; this extra next hour it gains an expertise die on Deception,
damage does not double). Intimidation, and Persuasion checks, as well as on
Performance checks made to act, orate, or other-
Wand of Binding wise speak in front of a crowd. If the target is a
beast, it gains the ability to speak one language that
Wand, rare (requires attunement by a spellcaster; you are proficient with for the next hour.
cost 5,000 gp) This wand has 5 charges and regains 1d4+1
expended charges each dawn. When the last charge
Crafting Components: Adamantine shackles that is expended, roll a d20. On a 1, the wand emits
a cacophony of voices and animal noises audible
have bound a creature of CR 9 or higher within 100 feet for 1 minute then loses its
While holding this wand, you can use an action to magical properties.
expend charges to cast one of the following spells,
using your spell save DC: hold person (2 charges), Wand of Enemy Detection
hold monster (5 charges). Alternatively, when you
attempt to escape a grapple or are making a saving Wand, rare (requires attunement; cost 3,500 gp)
throw to avoid being paralyzed or restrained, you
can use your reaction to expend 1 charge and Crafting Components: A scrying spell cast by a couatl
gain advantage. While holding this wand, you can use an action
to speak its command word and expend 1 charge
This wand has 7 charges and regains 1d6+1 to extend your senses for 1 minute. You sense the
expended charges each dawn. When the last charge direction (but not precise location) of the nearest
is expended, roll a d20. On a 1, the wand folds in
on itself until it disappears.
311
Trials & Treasures
creature hostile to you within 60 feet (this includes as possible, and it can’t willingly move to a space
ethereal, invisible, disguised, and hidden creatures, within 30 feet of you. It also can’t take reactions.
as well as those in plain sight). The effect ends early On its turn, the frightened creature can use only
if you stop holding the wand. the Dash action or try to escape from an effect that
prevents it from moving, or if it has nowhere to
This wand has 7 charges and regains 1d6+1 move then the Dodge action. A frightened creature
expended charges each dawn. When the last charge can repeat the saving throw at the end of each of its
is expended, roll a d20. On a 1, the wand disappears turns, ending the effect on itself on a success.
the next time it is unobserved.
This wand has 7 charges and regains 1d6+1
Wand of Erudition expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the wand releases
Wand, uncommon (requires attunement, cost 500 gp) a chilling wail and crumbles into nothing.
Crafting Components: Strand of hair plucked from
Wand of Fireballs
the head of a scholar at least a century old
While holding this wand, you can use an action to Wand, rare (requires attunement by a spellcaster;
expend 1 charge and target one willing humanoid
you can see within 30 feet. For the next hour, the cost 5,000 gp)
target gains one of the following benefits:
Crafting Components: Ember from the Elemental
• The ability to read, speak, and understand Plane of Fire
one language you are proficient with.
While holding this wand, you can use an action
• Proficiency with one skill or tool with which to expend 1 or more charges to cast fireball (save
you are proficient. DC 15). For 1 charge, you cast the spell’s 3rd-level
version. Increase the spell slot level by one for each
• Knowledge of some piece of information additional expended charge.
you know that you could communicate in
less than 1 minute, such as the contents This wand has 7 charges and regains 1d6+1
of a book you have read or directions to a expended charges each dawn. When the last charge is
location familiar to you. The target gains expended, roll a d20. On a 1, the wand disappears in
this knowledge even if you do not share a a flash of fire and smoke.
language. When the effect ends, the target
forgets the information you imparted. Wand of Lightning Bolts
This wand has 5 charges and regains 1d4+1 Wand, rare (requires attunement by a spellcaster;
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the wand fades from cost 5,000 gp)
existence and you forget you ever owned it.
Crafting Components: Any item struck twice by
Wand of Fear nonmagical lightning
Wand, rare (requires attunement; cost 5,000 gp) While holding this wand, you can use an action to
Crafting Components: Grave goods stolen from expend 1 or more charges to cast lightning bolt (save
DC 15). For 1 charge, you cast the spell’s 3rd-level
the tomb of an infamous tyrant version. Increase the spell slot level by one for each
While holding this wand, you can use an action to additional expended charge.
expend 1 charge and command another creature
to flee or grovel (as the command spell, save DC This wand has 7 charges and regains 1d6+1
15). Alternatively, you can use an action to expend expended charges each dawn. When the last charge
2 charges, causing the wand to emit a 60-foot cone is expended, roll a d20. On a 1, the wand emits
of light. Each creature in the area makes a DC 15 sparks of electricity and disappears in a flash.
Wisdom saving throw or becomes frightened of you
for 1 minute. A creature frightened in this way must Wand of Magic Detection
spend its turns trying to move as far away from you
Wand, uncommon (cost 250 gp)
312
Crafting Components: Crystal mined by an
aboleth’s servants
While holding this wand, you can use an action to
expend 1 charge to cast detect magic.
Chapter 8: Enchanted Gear
This wand has 7 charges and regains 1d6+1 Wand of Secrets
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the wand violently Wand, uncommon (cost 250 gp)
shakes and sparks with magic then disappears.
Crafting Components: Rare wood hidden from
Wand of Magic Missile
sight for 30 days
Wand, uncommon (cost 500 gp) While holding this wand, you can use an action to
expend 1 charge to make it pulse and point at the
Crafting Components: Any item that has been nearest secret door or trap within 30 feet.
animated by magic
This wand has 3 charges and regains 1d3 expended
While holding this wand, you can use an action charges each dawn.
to expend 1 or more of its charges to cast magic
missile. For 1 charge, you cast the 1st-level version Wand of the Scribe
of the spell. Increase the spell slot level by one for
each additional expended charge. Wand, common (requires attunement by a bard or
This wand has 7 charges and regains 1d6+1 wizard; cost 75 gp)
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the wand trans- Crafting Components: Personal journal or diary
forms into a bolt of magic that soars out of sight
and disappears. regularly kept for at least a year
Nearly half the size of most other wands, this
Wand of Paralysis arcane implement is a solid piece of mithral with
a tapered point that resembles the nib of a writing
Wand, rare (requires attunement by a spellcaster; quill. While you are attuned to the wand, you can
write on parchment and similar surfaces that would
cost 3,500 gp) hold ink as though using an ordinary quill. The
wand never runs out of ink when used this way.
Crafting Components: Personal rune of an undead
spellcaster The wand of the scribe has 1d6 charges and
regains 3 charges each dawn. You can expend 1
While holding this wand, you can use an action to charge from the wand to cast illusory script. You
expend 1 charge to force a creature within 60 feet to can also expend 1 charge from the wand to create a
make a DC 15 Constitution saving throw or become copy of any mundane document without requiring
paralyzed for 1 minute. The paralyzed creature can a forgery kit, substituting an Arcana check for any
repeat the saving throw at the end of each of its turns, ability check you would normally make. Finally,
ending the effect on itself on success. you can expend 2 charges from the wand to tran-
scribe 1 minute of conversation that you can hear.
This wand has 7 charges and regains 1d6+1 You do not need to understand the language being
expended charges each dawn. When the last charge spoken, and can choose to write it in any language
is expended, roll a d20. On a 1, the wand shatters that you know.
into hundreds of pieces.
If you expend the wand’s last charge, roll a d20.
Wand of Polymorph On a result of 5 or less, the wand bursts causing ink
to stain your hand and the front of any clothing you
Wand, very rare (requires attunement by a spellcaster; are wearing as the enchanted trinket breaks apart.
cost 10,000 gp) Wand of the War Mage, +1, +2, or +3
Crafting Components: Diamond handled by a Wand, uncommon (cost 250 gp), rare (cost 2,500 gp),
shapeshifter in its true form
or very rare (cost 7,500 gp)
While holding this wand, you can use an action to
expend 1 charge to cast polymorph (save DC 15). Crafting Components: Shards of a destroyed staff
This wand has 7 charges and regains 1d6+1 of power or staff of the magi (for very rare)
expended charges each dawn. When the last charge You must be a spellcaster to attune to this wand.
is expended, roll a d20. On a 1, the wand trans- While holding this wand, you gain a bonus to spell
forms into a Tiny bug that wanders away. attack rolls (uncommon +1, rare +2, very rare +3),
and you ignore half cover when making spell attacks.
313
Trials & Treasures
Wand of Web TABLE: WAND OF WONDER
Wand, uncommon (requires attunement by a spell- D100 EFFECT
caster; cost 500 gp) 01–05 You cast slow.
Crafting Components: Ettercap silk 06–10 You cast faerie fire.
While holding this wand, you can use an action to
expend 1 charge to cast web (save DC 15). 11–15 You are awestruck and become stunned
until the start of your next turn.
This wand has 7 charges and regains 1d6+1
expended charges each dawn. When the last charge 16–20 You cast gust of wind.
is expended, roll a d20. On a 1, the wand dissolves
into a pile of webbing. 21–25 You cast detect thoughts on the target. If
you didn’t target a creature, you take 1d6
Wand of Wonder psychic damage instead.
Wand, rare (requires attunement by a spellcaster; 26–30 You cast stinking cloud.
cost 5,000 gp) 31–33 Rain falls in a 60-foot radius centered on
the target, making the area lightly obscured
Crafting Components: Unopened letter written by until the start of your next turn.
fey royalty 34–36 A beast appears in an unoccupied space
adjacent to the target. You don’t control the
While holding this wand, you can use an action animal, which acts as it normally would. Roll
to expend 1 charge and choose a creature, object, a d4 to determine the beast (1: rhinoceros,
or point in space within 120 feet. Roll d100 on the 2: elephant, 3–4: rat).
Wand of Wonder table to determine the effect.
37–46 You cast lightning bolt.
Spells cast from the wand have a spell save DC of
15 and a range of 120 feet. Area effects are centered 47–49 Butterflies fill a 30-foot radius centered on
on and include the target. If an effect might target the target, making the area heavily obscured.
multiple creatures, the Narrator randomly determines The butterflies remain for 10 minutes.
which ones are affected.
This wand has 7 charges and regains 1d6+1
expended charges each dawn. When the last charge
is expended, roll a d20. On a 1, the wand violently
shakes and sparks with magic then disappears.
50–53 The target doubles in size (as if you had cast
enlarge/reduce), or if the target is an attend-
ed object, you become the spell’s target.
54–58 You cast darkness.
59–62 Grass grows on the ground in a 60-foot
radius centered on the target. Existing grass
grows to 10 times normal size for 1 minute,
becoming difficult terrain.
63–65 An unattended object (chosen by the Narra-
tor) within 120 feet of the target disappears
into the Ethereal Plane. The object must be
able to fit in a 10-foot cube.
66–69 You shrink to half your size (as enlarge/reduce).
314
Chapter 8: Enchanted Gear
TABLE: WAND OF WONDER (CONTINUED) Warpblade
D100 EFFECT Weapon (dagger), legendary (requires attunement;
cost 150,000 gp)
70–79 You cast fireball.
Crafting Components: Iron from another multiverse
80–84 You cast invisibility on yourself. This dagger cuts through space as easily as flesh. You
gain a +3 bonus to attack and damage rolls made
85–87 Leaves grow from the target. If you target- with this magic weapon.
ed a point in space, leaves sprout from the
creature nearest that point instead. The Weapon attacks using warpblade deal an extra
leaves fall off after 24 hours but can be 2d6 force damage. While you are attuned to the
pruned before that time. dagger and take the Attack action, you can choose
an object or surface within 60 feet, making one
88–90 A stream of 1d4 × 10 gems (each worth 1 of your attacks against it (AC 10). On a successful
gp) shoots from the wand in a 30-foot long, hit, warpblade is embedded into the target. While
5-foot wide line. Each gem deals 1 bludgeon- warpblade is embedded, you can use a reaction to
ing damage. Divide the total damage equally instantly teleport yourself to an unoccupied space
among all creatures in the area. adjacent to it and remove it from the target. In
addition, on your turn you can instantly return
91–95 A burst of shimmering light extends from you warpblade to your hand (no action required).
in a 30-foot radius. You and each creature in
the area that can see make a DC 15 Consti- Warpblade has 5 charges and regains 1d4+1
tution saving throw or become blinded for charges each dawn. You can use an action to
1 minute. A blinded creature can repeat the expend 1 or more charges to cast the following
saving throw at the end of each of its turns, spells: misty step (1 charge), dimension door (2
ending the effect on itself on a success. charges), teleport (3 charges).
96–97 For the next 1d10 days, the target is able to Water Charm
breathe underwater and its skin turns blue.
If you targeted an object or point in space, Wondrous item (charm), uncommon (cost 500 gp)
the creature nearest that target is affected Crafting Components: Shell that’s been home to
instead.
three different sea creatures
98–100 If you targeted a creature, it makes a DC While wearing this charm you gain a swim speed
15 Constitution saving throw. If you didn’t equal to your Speed, or you can break the charm
target a creature, you become the target in- to release its power, destroying it to activate one
stead. A creature that fails the saving throw of the following effects.
by 5 or more is instantly petrified. On any
other failed save, the creature is restrained • Breathe: Cast water breathing.
and begins to turn to stone. While restrained
in this way, the target repeats the saving • Cure: Cast cure wounds at 3rd-level (+3
throw at the end of its next turn, becoming spellcasting ability modifier).
petrified on a failure or ending the effect
on a success. A greater restoration spell or • Numb: Cast sleet storm (spell save DC 15).
similar magic restores a petrified creature
but the effect is otherwise permanent. Curse. Releasing the charm’s power attracts
the attention of a marid or water elemental who
seeks you out to recruit you for a task.
Waystone
Wondrous item, common (cost 50 gp each)
Crafting Components: Stone kept in a traveler’s
pocket for a journey of at least 100 miles
This rounded oval stone has a metallic gray luster.
When one or more waystones are kept in contact
315
Trials & Treasures
for an hour or longer, they become paired and Wig of Styling
magnetically attracted to each other for 1 week per
hour spent in contact. Paired waystones are ideal Wondrous item, common (cost 15 gp)
for use as trail markers, for tracking purposes, or
to prevent yourself from becoming lost. You can Crafting Components: Full head of hair shaved
use an action to speak its command word, making from an elf
the waystone sense and be drawn toward the
nearest waystone within 5 miles, or if it is paired This wig has 2 charges and regains 1 charge each
to another waystone within range, the paired dawn. While wearing the wig, you can use an action
waystone. Paired waystones are only able to to expend 1 charge to change the length, style, and
sense each other. color of the wig. If you expend the last charge, roll
a d20. On a 1, the wig is fixed in its current length,
A waystone has 3 charges and regains 1 charge style, and color, becoming a mundane item.
each dawn. You may expend 1 charge when speaking
its command word to increase the waystone’s range Wind Fan
to 25 miles, or if the waystone is paired, to sense the
nearest unpaired waystone within 5 miles. When Wondrous item, uncommon (cost 450 gp)
used in either manner, the waystone’s attraction lasts
until the next dawn. If you expend the last charge, Crafting Components: Air from the Planar of Air,
the waystone becomes a mundane item. gilded songbird feather
Weapon, +1, +2, +3 You can use an action to wave this fan and cast
gust of wind (save DC 13). Each time the fan is
Weapon, uncommon (cost 500 gp), rare (cost 3,500 gp), used before the next dawn there is a cumulative
20% chance that it breaks, causing the spell to fail
or very rare (cost 8,000 gp) and for it to shred into nonmagical pieces.
Crafting Components: Cubic inch of rare metal (+1), Winged Boots
+1 weapon (+2), +2 weapon that has hit a monster Wondrous item, rare (requires attunement; cost 1,500 gp)
of CR 15 or higher (+3) Crafting Components: Couatl feather
This weapon grants a bonus to attack and damage While you are wearing these boots, you have a flying
rolls made with it: +1 (uncommon), +2 (rare), or +3 speed equal to your Speed and you can hover. You
(very rare). can use these boots to fly for 2 hours, expending at
least 10 minutes worth of time with each use. If you
Well of Many Worlds are flying when the time runs out, you fall at a rate of
30 feet per round and take no damage from landing.
Wondrous item, legendary (cost 75,000 gp)
The boots regain 1 hour of flying time for every
Crafting Components: Tuning fork that has been 12 hours they are not in use.
attuned to each of the planes of existence Wings of Flying
When unfolded, this handkerchief-sized piece of
lightweight, silky fabric expands into a 6-foot Wondrous item, rare (requires attunement;
diameter circular sheet.
cost 3,500 gp)
You can use an action to unfold the cloth and
spread it on a solid surface, creating a two-way Crafting Components: Nalfeshnee feather or
portal to another plane of existence chosen by planetar feather
the Narrator. You can use an action to close the
portal by folding the cloth. Once a portal has been While you are wearing this cloak, you can use an
opened in this manner, it cannot be opened again action speaking its command word to transform it
for 1d8 hours. into a pair of wings. The wings last for 1 hour or
until you use an action to speak the command word
to dismiss them. The wings give you a flying speed
of 60 feet. After being used in this way, the wings
disappear and cannot be used again for 2d6 hours.
316
Chapter 8: Enchanted Gear
Wood Woad Amulet Zlick’s Message Cushion
Wondrous item, common (requires attunement, Wondrous item, common (cost 45 gp)
cost 90 gp) Crafting Components: Written joke responsible for
Crafting Components: Wooden road sign stolen at least 1 minute of genuine laughter
This small pink air bladder has a winking wizard
from a crossroads emblazoned on the front. As a bonus action, you
This wooden amulet painted with blue pigment can whisper a phrase up to 10 words long into
is carved to resemble a humanoid figure armed the cushion, which will inflate it. While inflated,
with a club and shield. Its face is featureless apart any creature that accidentally sits on or applies
from two empty eyes that glow with a faint yellow pressure to the cushion deflates it. A creature can
light. When you hold it to your ear, you hear faint also use a bonus action to intentionally deflate
whispers. Once a day as an action, you can hold the cushion. When the cushion deflates, it loudly
the amulet to your ear and listen to its whispers to repeats the phrase spoken into it along with some-
guide you. You gain an expertise die to one ability what humorous flatulence noise. This sound is
check made in the next minute. You may roll the clearly audible to a range of 50 feet.
expertise die before or after making the ability
check, after which the effect ends. This ability Alternatively, you can cast a cantrip or spell of
recharges at dusk each day. 1st-level into the Zlick’s message cushion so long as
the words laughter, mockery, or whisper are in the
Additionally you may crush the amulet as a reac- spell name. When the cushion is deflated it casts
tion, destroying it to free the spirit within and gain the spell, targeting the creature that deflated it, and
the ‘woad’s blessing’. You can expend the woad’s afterward it becomes a mundane item.
blessing to roll an additional d20 when you make
an attack roll, ability check, or saving throw, and
choose which of the d20s is used. You can roll the
additional die after making the roll, but before the
outcome is determined. Once you have used the
woad’s blessing, the amulet’s magic dissipates.
317
Trials & Treasures
Sentient Magic Items its unique sense and communication abilities. Unless
otherwise specified, assume that a sentient magic
Some magic items are sentient and sapient, item can at least speak and understand Common,
possessed by a spirit or given life through arcane and can see and hear its surroundings as a typical
power. Despite their outward appearances these humanoid creature would.
objects are full fledged characters with their own
agendas, desires, and personalities. Unless other- Personality and Conflict
wise specified, sentient items are NPCs under the
Narrator’s control, and adventurers must negotiate Just like any NPC, sentient magic items have their
with and become allies to them rather than simply own unique personality. Some have very specific
use them as items. A sentient item’s properties and goals in mind, while others may operate on guide-
abilities are under their own control rather than the lines or ideals. Sentient magic items can be as deep
wielder’s, and accessing them requires the item’s and complex as any character with intricate back-
willful cooperation. stories and motivations that cannot be summarized
by a single attribute or phrase. However, most
Ability Scores sentient magic items have some issue or trait that
can lead to conflict.
Sentient magic items have a mind and so also
possess mental ability scores (Intelligence, Wisdom, While a sentient magic item and a creature wielding
and Charisma). Each sentient item has these ability it are not in conflict, the wielder has access to the
scores defined in their descriptions, and is capable abilities and properties of the sentient magic item.
of making checks and saving throws just like any
other creature. While a sentient magic item and a creature
wielding it are in conflict, the wielder may lose
Unless otherwise specified, sentient magic items access to some or all of the sentient magic item’s
don’t possess a typical body and thus usually don’t abilities, and the sentient magic item may even be
have Strength, Dexterity, and Constitution scores. able to inflict additional negative effects or influ-
These sentient items automatically fail any checks ence the wielder’s actions.
or saving throws made for these ability scores.
Exactly what leads to conflict, what happens
Durability and Hit Points during conflict, and how these conflicts can be
resolved depends on the personality of the sentient
Most magic items are already far more durable than magic item (detailed in its description).
their mundane counterparts but the enchantments
required to encapsulate a sentient mind must be For example, a lance containing the soul of a
steadfastly reinforced. Some sentient magic items righteous cleric might deal radiant damage to
have hit points listed within their description along its wielder whenever it is used to commit an evil
with other statistics normal for a creature. Sentient act, and will refuse to function for that wielder
magic items without hit points can only be broken until that evil act is atoned for. Alternatively, a
by special and specific means detailed within the staff haunted by an arrogant wizard may refuse
item’s description. to attune to a wielder unless flattered with a high
Charisma check, forcibly ending the attunement if
Senses and Communication it feels unappreciated or insulted.
Sentient magic items rely on magical senses and Creating Sentient Magic Items
forms of communication that can vary wildly
between items. Some items may be able to commu- Creating a sentient magic item has elements of both
nicate telepathically with their wielder or see with character creation and item creation. Use the Back-
extranormal senses, or they may be severely limited grounds, Cultures, and perhaps even the Destinies
in their capacity to interact with the world around in Chapter 2: Origins to develop their personality
them. Each sentient magic item’s description details and the information elsewhere in this chapter to
create the sentient magic item’s traits and other
statistics. In addition, make sure to include the
following features:
318
Chapter 8: Enchanted Gear
Sentience: Include the item’s Intelligence, Wisdom, Sample Sentient Items
and Charisma scores. The Narrator can simply select
these scores or determine them randomly by rolling Presented here are some examples of sentient
4d6 for each, dropping the lowest roll and totalling magic items.
the rest.
Eye of Elsewhere
Then, describe how the item communicates and
what languages it knows. Some common forms of Wondrous item, legendary (requires attunement;
communication include: cost 55,000 gp)
• Telepathy with the wielder or others. Unique (uncraftable)
This gray stone orb is carved into the likeness and
• An actual audible voice. size of a disquietingly realistic human eye with a
ruby iris. Once you have attuned to it you can use
• Vague impulses and feelings empathically an action to set the eye in a gentle orbit around your
transmitted. head, 1d4 feet away from you. Another creature may
use an action to try and take an orbiting eye, but
Finally you’ll need to describe how aware the item must make a melee attack against AC 24 or make a
is of its surroundings: DC 24 Dexterity (Acrobatics) check. The eye’s AC is
24, it has 30 hit points, and resistance to all damage.
• Vision common to most humanoids. While orbiting your head, it is considered a worn
item. You can use an action to seize and stow the
• Darkvision. eye, returning it to an inert and inactive state.
• Blindsight. While the eye is actively orbiting your head, your
Intelligence score increases by 2 (to a maximum
• Shared awareness using the wielder’s senses. of 22), you gain an expertise die on Intelligence
checks and Perception checks, and you cannot be
Personality: The description of a sentient item’s surprised or blinded.
personality can be a simple list of traits or as exten-
sive as a full backstory. Whatever level of detail, the Innate Arcane Eye. While the eye orbits your
Narrator needs at least some indication of the item’s head, you know and can innately cast arcane eye
motivations, what will bring the item into conflict, without expending a spell slot or the need for
the repercussions of conflict and how to resolve it. material components.
Common causes of conflict include: Shared Paranoia. After you have attuned to
the eye and it has been and active for 24 hours,
• Going directly against the item’s values. you develop a paranoia that persists as long as it
remains active. While paranoid you have disad-
• Fighting against creatures aligned with vantage on Insight checks and you are considered
the item. roughing it if you sleep in the same room or tent
as another humanoid creature.
• Insulting or causing the item injury.
Sentience. The eye is a sentient construct with
Common repercussions of conflict include: Intelligence 20, Wisdom 15, and Charisma 8. It
cannot hear, but has blindsight and darkvision to
• Damaging the wielder. a range of 60 feet. The eye communicates with
you and other creatures within 60 feet telepathi-
• Blocking access to one or more of the cally and can read, speak, and understand Abyssal,
item’s features. Common, Deep Speech, and Undercommon.
• Attempting to control the wielder tempo- Personality. The eye of elsewhere contains
rarily through a battle of wills, resolved the soul of something utterly alien to humanoid
with a contested Charisma check. perceptions, betrayed and plunged into a
constrained form. It is constantly paranoid and
• Forcibly ending attunement.
319
Common resolutions of conflict include:
• Apologizing with a high Persuasion check.
• Bringing current actions back in line with
the item’s values.
• Performing tasks or favors that benefit
the item.
Trials & Treasures
convinced that some worse fate could befall it at Sentience. The candlestick is a sentient
any moment. Once attuned it will try to learn construct with Intelligence 14, Wisdom 10, and
everything and anything you know, especially Charisma 18. It has hearing and darkvision to
secrets. If you are forthcoming with information a range of 120 feet. The candlestick communi-
the eye grows to trust you, but can be brought cates with you telepathically and can speak and
into conflict if you withhold any information. understand Common, Dwarvish, Elvish, and
When in conflict the eye shuts and you no longer Halfling. It cannot read (or perhaps it is simply
gain any of the eye’s benefits or properties except disinterested in doing so).
for Shared Paranoia. The eye only opens again if
you divulge an important secret or the informa- Personality. The candlestick’s purpose is to
tion initially withheld. provide ample lighting for its wielder and snuff
itself out should the cover of darkness be required.
Destroying the Eye. The eye is unbreakable but It is sympathetic to those in need of assistance but
it has the power to implode and disintegrate itself. demands to be treated with a certain amount of
Success on a DC 28 Deception check convinces respect and appreciation for its service.
the eye that some horrifying and frightening
threat is inevitably soon to befall it. Rather than Destroying the Candlestick. When reduced to
accept its fate, the eye destroys itself and blinks 0 hit points, the candlestick pours its remaining
out of existence. On a failed check, the creature heart and soul into creating one last burst of
permanently loses the eye’s trust and the eye flames before becoming a mundane item. Each
will never attune to it or be convinced by its creature in a 10-foot-radius sphere centered on
Deception checks. the candlestick must make a DC 14 Dexterity
saving throw. A target takes 4d6 fire damage
Fellow Candlestick on a failed save, or half as much damage on a
successful one.
Wondrous item, rare (requires attunement;
FELLOW CANDLESTICK CHALLENGE 3
cost 3,500 gp)
TINY CONSTRUCT 700 XP
Crafting Components: Unique (uncraftable)
This golden candlestick is sentient but will only light Armor Class 16 (natural armor)
when held by someone it is friendly with — perhaps
that someone is you. Whether or not the candle- Hit Points 90 (12d4+60)
stick will accept you as an ally is at the Narrator’s
discretion, though it is highly recommended to Speed 10 ft.
keep it well-polished and speak to it once per day to
encourage a long-lasting friendship. Once you have STR DEX CON INT WIS CHA
befriended the candlestick you are able to attune to it. 13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)
While you are attuned to the candlestick, you can Proficiency +2; Maneuver DC 12
use a bonus action to politely ask it to light itself or
extinguish its flame. If another force extinguishes Damage Resistances cold, lightning; bludgeoning,
its flame, the candlestick relights itself at the start
of your next turn unless told otherwise. piercing, slashing from nonmagical weapons
Hydrophobic. The candlestick does not like Damage Immunities fire, poison
exposure to water or having its candle replaced,
and when either occurs it stops functioning for Condition Immunities fatigue, poisoned
you until you make a DC 14 Persuasion check Senses darkvision 120 ft., passive Perception 10
to earn its forgiveness.
Languages Common, Dwarvish, Elvish, Halfling
Immutable Form. The candlestick is immune to any spell
or effect that would alter its form.
ACTION
Swiping Flame. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4)
fire damage and the target makes a DC 10 Dexterity
saving throw or catches fire, taking 2 (1d4) ongoing
fire damage. A creature can end this damage by using
its action to make a DC 10 Dexterity check to extin-
guish the flames.
320
Chapter 8: Enchanted Gear
Harvest an orcish warchief it became a weapon, and
in her hands it grew to find a new purpose. It
Weapon (sickle), legendary (requires attunement by a eventually convinced its bearer to sow what
she reaped, and caused the very spirit and
druid or ranger; cost 60,000 gp) blood of those she had cut down to slaughter
its orcish captors. Harvest has come to believe
Crafting Components: Unique (uncraftable) that all people are inherently wicked and deserve
This seems like nothing more than a simple tool at death. It believes that real peace can only be
first, rough at the handle and rusted at the edges, achieved when the last mind capable of war
but the sickle’s impossibly sharp and shining cres- and cruelty goes silent, leaving nothing but
cent blade reveals its true nature. the plants and beasts. Harvest tolerates people
with a connection to nature but only if they
You gain a +3 bonus to attack and damage rolls are regularly giving it a chance to continue its
made with this magic sickle. It has the following “culling”. It whispers often of its great work, and
additional properties. begs you to enrich the earth’s soil with blood
that it spills. If you go more than 3 days without
Red Reaping. Whenever you use Harvest to using Harvest to slay a sentient creature, you’ll
reduce a living creature to 0 hit points, it absorbs be in conflict with Harvest. When in conflict,
that creature’s soul and stores it within. Harvest any time you use the Sow the Reaped property
cannot store more than one soul in this way and the resulting blood clone ignores your verbal
the souls of any creatures you reduce to 0 hit orders and attacks you to the best of its ability.
points while a creature’s soul is already contained If you are killed by the blood clone in this way,
within it are not affected by this property. your soul is absorbed into Harvest.
Sow the Reaped. You can use an action to strike Destroying Harvest. Harvest is unbreakable but
the ground with the sickle and produce a blood a person that has mastered nature can unmake
clone using a creature’s soul stored within Harvest. it. With 24 hours worth of ritual work, any 20th
This blood clone appears in an unoccupied space level druid can deconstruct the weapon and return
adjacent to you and uses the statistics the creature its tortured mind to the earth it was formed from,
had when it was alive, except it is both ooze and rendering Harvest an inert mundane sickle made
undead in addition to its other types. Blood clones with a moonstone blade.
formed in this way act immediately after you in
initiative, and they obey your verbal commands to Skrivena Moc, Whispering Blade
the best of their ability. Without such commands,
the blood clone only defends itself. Once formed, Weapon (longsword), legendary (cost 80,000 gp)
a blood clone remains until destroyed or until 10
minutes pass, after which it dissolves into rotten Crafting Components: Unique (uncraftable)
offal and the trapped soul travels to whatever A huge red ruby is set into the pommel of this
afterlife was intended for it. intricately filigreed golden longsword. The jewel
shimmers and shines as the blade speaks in a voice
Only Life May Die. Harvest has no effect that resonates with a deep and distant baritone.
on unliving creatures, and passes harmlessly Without this illusion, a twisted demonic form is
through constructs and undead when it is used revealed: the blade is composed of a single sharp-
to attack them. ened tooth, what appears to be the hilt is instead a
grotesque sucker-like mouth, and the ruby pommel
Sentience. Harvest is a sentient weapon with is a figment covering a single great crimson eye
Intelligence 14, Wisdom 18, and Charisma 17. It that stares with fiendish intelligence.
sees and hears using your senses. Harvest commu-
nicates with only you telepathically and can read, You have a +3 bonus to attack and damage
speak, and understand Common, Halfling, and rolls made with this magic longsword. An intense
Orc. It cannot communicate with a creature it is burning heat radiates from the blade and it deals
not attuned to. an extra 3d6 fire damage on a successful hit.
Personality. This sickle originally had a much
more benign purpose, created by a halfling
archdruid to bring forth a new plant for each
one harvested. When its creator was killed by
321
Trials & Treasures
Attached Properties. While attached to SKRIVENA MOC, CHALLENGE 4+
Skrivena Moc, you gain resistance to fire, profi- WHISPERING BLADE 1,100 XP+
ciency with longswords, and after taking the
Attack action on your turn you can use your SMALL FIEND
reaction to make a melee weapon attack using
it. However, the weapon forms a permanent Armor Class 19 (natural armor)
bond with its wielder and cannot be put down
or removed once wielded. Hit Points 180 (19d6+114)
Corruption. At the end of each week that Speed 0 ft.
Skrivena Moc is attached to you, your Charisma
score is decreased by 1d4. When you have lost 6 STR DEX CON INT WIS CHA
or more Charisma in this way, raised black veins 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
radiate out from the point of Skrivena Moc’s
attachment. This Charisma loss cannot be healed Proficiency +3; Maneuver DC 19
until Skrivena Moc is no longer attached to you,
at which point you recover 1 Charisma at the Saving Throws Con +8, Wis +5, Cha +8
end of each long rest.
Skills Arcana +9, Deception +10, History +9, Insight
Fiend Transformed. This elegantly crafted
longsword of filigreed gold whispers promises of +7, Intimidation +10, Investigation +9, Perception +7,
greater treasures to come—yet those who wield
it are doomed. In truth it is an imprisoned balor Persuasion +10
reduced in power by potent enchantments, the
elegant blade only an illusion. Any that dare Damage Resistances cold, lightning; bludgeoning,
grasp the infernal hilt know not their peril,
unaware they are actually plunging their hand piercing, and slashing from nonmagical weapons
into a fiendish maw.
Damage Immunities fire, poison
Sentience. Skrivena Moc is a sentient construct
with Intelligence 20, Wisdom 16, and Charisma Condition Immunities poisoned
22. It has hearing and truesight to a range of 120
feet. The longsword communicates with you tele- Senses truesight 120 ft., passive Perception 17
pathically and can speak and understand Abyssal,
Common, and up to 3 other languages of the Languages Abyssal, Common, telepathy 120 ft.
Narrator’s choice.
Death Throes. When Skrivena Moc dies it explodes and
Personality. Skrivena Moc needs a wielder to each creature within 30 feet of it must make a DC 21
accomplish much of anything and it is a peerless
manipulator. Wrathful and vindictive, the fiend Dexterity saving throw, taking 70 (20d6) fire damage
blade sees those who carry it as insignificant and
a means to an end. However it has been stuck in on a failed save, or half as much damage on a successful
this form for centuries and has learned to main-
tain a helpful and subservient façade to better one. The explosion ignites unattended flammable objects
facilitate the careful orchestration of events when-
ever possible, only revealing its true intentions as in the area. Any creature currently attached to Skrivena
a last resort. Once wielded, the fiend blade grabs
hold and cannot be dropped. The demon makes Moc has disadvantage on this save.
hasty apologies for its “curse”, manipulating its
wielder into serving its will — it acts as a powerful Demonic Blade. While Skrivena Moc is attached to a
weapon but slowly drains away their vital essences creature, the creature gains the attached template.
until they die, all the while using them to track
down potential cures for its transformation. Immobile. Skrivena Moc has been magically forced into
the form of a blade and is unable to move on its own.
It is considered restrained and automatically fails
Strength and Dexterity checks and saving throws.
Magic Resistance. Skrivena Moc has advantage on saving
throws against spells and other magical effects.
Prized Glamer. Skrivena Moc has an illusion around it that
makes it look and feel like a golden longsword. Creatures
who physically interact with the figment can determine
that the sword is glamered with a DC 22 Arcana or
Investigation check. Skrivena Moc can use a bonus
action to activate or dismiss this illusion.
Variable Challenge Rating. Skrivena Moc’s CR is equal to
its wielder’s level or CR (minimum CR 4).
ACTIONS
Corrupting Siphon (Recharge 5–6). The creature attached
to Skrivena Moc makes a DC 19 Constitution saving
throw or reduces its Charisma by 2 (1d4). Skrivena Moc
regains 1d8 hit points for each point of Charisma lost
in this way. This Charisma loss cannot be healed until
322
Chapter 8: Enchanted Gear
Skrivena Moc is no longer attached to the creature, at Forgotten Fiend
which point it recovers 1 Charisma at the end of each Long ago Skrivena Moc was defeated by the great elven
wizard Stariji. Rather than banish the demon and allow it to
long rest. reform in the Abyss, the mage transformed the evil monster
into something more useful: a sword to bestow upon her
Demonic Leeching (3/Day). Skrivena Moc uses its natural champions. It suffered for centuries as a tool of justice, made
resistances to filter out its wielder’s ailments, ending to forcefully cut down hundreds of fiends in the name of its
most hated enemy. After nearly a millennium of belligerent
either the poisoned condition or one nonmagical service however, Stariji finally succumbed to her age and
died peacefully in her bed. With the elven wizard and all
disease afflicting the attached creature. her champions gone Skrivena Moc was left to molder deep
within its cursed enemy’s home amongst other treasures—
Grip of Control. The creature attached to Skrivena Moc but as centuries passed it eventually was discovered and has
makes a DC 19 Wisdom saving throw or temporarily escaped to wreak havoc on the world once more.
loses control to the fiend blade until the end of Skrivena Skrivena Moc constructs a web of lies, propping itself
up as Stariji’s most trusted warrior who chose to serve the
Moc’s next turn (as dominate person). elven mage against evil even after death. It promises every-
thing an adventurer could want and more if only they’ll
Trusty Blade. The creature attached to Skrivena Moc wield it — and the demon keeps its promises, in a way. The
makes a DC 19 Charisma saving throw or it is charmed fiend blade is powerful even in untrained hands, though
it is also full of deception. Whatever lies and half-truths
for the next hour. If the attached creature’s saving throw the sword produces, it has only one goal in mind: Skrivena
Moc wishes to return to its true demonic form. Stariji’s old
is successful, the creature is immune to this effect for enchantment has weakened over the centuries and allowed
for some of its fiendish essence to leach out, but it still
the next 24 hours. cannot escape the mage’s trap. As it seems the old wizard
never shared her techniques, Skrivena Moc must find her
REACTIONS spellbook, the only known source that contains the tech-
Fiendish Attachment. When a creature grasps Skrivena niques to restore its form. Even death cannot save it, as the
mage ensured that it cannot be destroyed only to reform in
Moc’s hilt, it can use reaction to attach to the creature. the Abyss while in this cursed shape.
Once attached, the creature cannot let go and is forced Multiple Interiors. The Traveling Chest has
1,000 different interior spaces, each 5 feet wide, 3
to wield Skrivena Moc with whatever limb it used to feet deep, and 3 feet tall. You can verbally request
any particular space (such as the last one, or the
grab the hilt. Skrivena Moc can use an action to detach one with my laundry in it) and when opened the
chest reveals that interior. Otherwise the chest
from a creature and otherwise detaches when it dies, opens to reveal a random interior space. While the
chest is closed, all of its interior spaces are located
the attached limb is severed, or if it is dealt 35 or more within separate pocket dimensions. These pocket
dimensions have no air, and any Supply stored
radiant damage in a single round.
323
Justified Paranoia. Whenever Skrivena Moc hears its
name mentioned or is otherwise suspicious of a crea-
ture, it can use its reaction to telepathically delve into
the creature’s mind (as detect thoughts; save DC 19).
The Traveling Chest
Wondrous Item, legendary (requires attunement;
cost 52,000 gp)
Crafting Components: Unique (uncraftable)
This large chest has an interior space 5 feet wide, 3
feet deep, and 3 feet tall, and appears mundane save
that the wood used in its construction is normally
reserved for making magic wands. It’s magical prop-
erties become apparent however when it moves, as it
stands on hundreds of tiny humanoid legs and opens
to reveal a long red tongue and a rim dotted with
sharp teeth. It functions like a typical chest with
the following additional properties.
Mimic-Like. The Traveling Chest can use an
action to appear to be a mundane chest, and
you can verbally command it to do so. While
mimicking a normal chest in this way it is indis-
tinguishable from its mundane counterpart.
Trials & Treasures
within them instantly deteriorates and rots as if come into conflict. While in conflict the chest
decades have passed as soon as the chest is closed. intentionally opens to the wrong interior spaces,
Only you can summon up the other interiors in or remains indignantly locked, and it generally
this way, and any other creature that opens the acts snippy and uncooperative. An apology and
chest only finds the “first interior”. DC 14 Animal Handling or Persuasion check
calms the chest down and ends the conflict, or if
Relentless. Once you attune to The Traveling it feels genuinely mistreated, it can be offered a
Chest, it relentlessly follows you until it sits no full wardrobe’s worth of new clothing to store
more than 15 feet away from you. The chest is as a peace offering.
magically aware of your location at all times,
even if you are on a separate plane. If separated THE TRAVELING CHEST CHALLENGE 7
from you the chest travels towards you as fast as
it can to the best of its ability and it attacks any MEDIUM CONSTRUCT 2,900 XP
creature that attempts to hinder its progress. If
you are functionally unreachable, such as being Armor Class 18 (natural armor)
on a different plane or across an ocean, the chest
still progresses using even esoteric or hidden Hit Points 119 (14d6+70)
methods of reaching you such as magic portals or
stowing away on ships headed in your direction. Speed 50 ft.
Imprinted. The Traveling Chest does not relin- STR DEX CON INT WIS CHA
quish attunement once attuned, and you cannot 18 (+4) 14 (+2) 20 (+5) 3 (–4) 14 (+2) 12 (+1)
voluntarily remove this attunement. If you attune
to additional magic items beyond your limit, The Proficiency +3; Maneuver DC 15
Traveling Chest always remains as one of your
attuned items. Damage Resistances cold, fire; bludgeoning, piercing,
Pack Lightly. The Traveling Chest does not slashing from nonmagical weapons
like being weighed down too much, and can
carry a maximum of 10 bulky items. Any addi- Damage Immunities necrotic, poison, thunder
tional bulky items you attempt to store within
it are spit out. Condition Immunities fatigue, poisoned
Senses blindsight 60 ft., passive Perception 12
Sentience. The Traveling Chest is a sentient
construct with Intelligence 3, Wisdom 14, and Languages understands but can not speak Common, Elvish
Charisma 12. It has blindsight to a range of 60
feet. The Traveling Chest cannot speak or read, False Appearance. While The Traveling Chest remains
but it understands Common and Elvish. The
Traveling Chest lacks proper communication, motionless, it is indistinguishable from an ordinary chest.
but can animalistically communicate simple
emotions (most often boredom or rage). Immutable Form. The chest is immune to any spell or
Personality. The Traveling Chest has the effect that would alter its form.
intellect and temperament of a poorly trained
dog. Loyalty has been branded magically into ACTION
its psyche but its actual obedience is looser. The Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
chest is playful and quick to anger, yet is utterly
committed to following whomever is attuned target. Hit: 18 (3d8+4) piercing damage. If the target
to it. It also isn’t a fighter and ignores outright
commands to attack, though it defends itself in is a creature, it is grappled (escape DC 15). Until this
combat when it is attacked. It likes to be used for
its intended purpose, happiest when numerous grapple ends, the target is restrained, and the chest
items are stored within it and regularly retrieved.
If left idle or unused for more than a day it will can’t bite another target.
324 Swallow. The chest makes one bite attack against a
Medium or smaller creature it is grappling. If the
attack hits, that creature takes the bite’s damage and is
swallowed, and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover
against attacks and other effects outside the chest,
and it begins suffocating at the start of each of the
chest’s turns. If the chest takes 30 damage or more
on a single turn from a creature inside it, the chest
regurgitates all swallowed creatures along with up
to 1d10 other random items that were stored within
it, all of which falls prone in a space within 10 feet of
the chest. If the chest dies, all swallowed creatures
are no longer restrained by it, and they and any items
reappear randomly in unoccupied spaces within 10
feet of the destroyed chest.
Chapter 8: Enchanted Gear
Artifacts
In a world of flaming swords and cursed axes, some Artifact Clues
magical items are on a level above and beyond what
can be found in a wizard’s tower or a demon’s lair. When an adventurer succeeds on a check to recognize an
These potent relics are the stuff of bard tales and artifact, they might instead learn one of the following, either
cultural epics, unique and powerful items that leave chosen by the Narrator or determined randomly by rolling
marks upon history and spawn legends in their 1d6: 1—where the artifact was last seen, 2 —when the arti-
wake — when one of them is found, it can easily fact was last seen, 3 —a story about an adventurer that used
signal major changes felt far and wide. the artifact, 4 —name of a book regarding the artifact or a
sage known to be an expert on matters regarding the artifact,
The appearance of an artifact in a campaign is not 5 —who created the artifact or how it came into being, 6 —
to be taken lightly. Artifacts are not typically found one of the artifact’s magic properties.
by everyday adventurers and are as much plot points
as they are equipment. The search for an artifact can Unless otherwise noted, the following proper-
be the goal of an entire adventure or long term quest: ties apply when you have attuned to an artifact
to reclaim it from a villain, to traverse the dangerous and are wielding it or have it on your person. Any
demiplane of a demigod and acquire it, or even cantrips or spells granted by an artifact are chosen
keeping it from two factions in a stalemate war. by the Narrator.
Recognizing Artifacts
Due to their eminent place in history and the count-
less tales told about them, artifacts can often be
recognized even without anyone realizing every-
thing about the item. Success on an ability check
to recognize an artifact reveals something from its
Legends and Lore, but not anything a typical check
to identify a magic item would reveal.
Artifact Properties
Artifacts have properties like other magical items,
but these are of a greater magnitude than what the
average adventurer will come across in their lifetime.
In addition to their inherent abilities, artifacts may
have other properties that can be either beneficial or
detrimental, either chosen by the Narrator from the
following tables or randomly determined. Proper-
ties such as these often shift each time an artifact
appears and are not permanent. Narrators are also
encouraged to create new properties.
Artifact properties are either benefits or detriments
and have one of two intensities (lesser or greater).
An artifact can only have a maximum of four lesser
benefits and two greater benefits, and no more than
four lesser detriments and two greater detriments.
325
Trials & Treasures
TABLE: LESSER ARTIFACT BENEFITS Destroying an Artifact
D100 PROPERTY
The very heart of legends rests in the hands of the
1–20 Sage. The artifact lends you knowledge. adventurers, yet they could well seek to destroy
You gain one skill proficiency (chosen by it — such a task might not be folly but absolutely
the Narrator). necessary. The destruction of such a powerful
magical item is a matter of a campaign’s plot, and
21–30 Panacea. The artifact’s presence is a panacea otherwise artifacts are indestructible. Despite the
to the body and soul. You gain immunity to enormous power they wield however, every artifact
diseases. has its own weakness (though finding and utilizing
such a vulnerability may be a quest in itself, as can
31–40 Mind’s Bastion. The artifact strengthens stopping a villain from destroying an artifact).
your mind against fear and manipulation.
You gain immunity to the charmed and While the Narrator decides how a particular arti-
frightened conditions. fact can be destroyed, here are some suggestions:
41–50 Bulwark. The artifact prevents certain types • Fulfill an ancient prophecy — or defy one.
of damage. You gain resistance to one damage
type (chosen by the Narrator). • Return it to its place of origin or creator to
make it vulnerable to damage.
51–60 Minor Magic. The power of a single minor
manifestation of magic radiates within the • Ritual that takes place at a sacred site in an
artifact. You can use an action to cast a opposite aligned plane.
cantrip from the artifact.
• Thrown into a specific volcano tied to
61–70 Spell Weaver (Basic). The artifact allows you its power.
to cast a simple spell. You can use an action
to cast one 1st-level spell from it. Once a spell • If sentient, it may desire an appropriate ritual
is cast, roll 1d6. On any result but 6, you can- or location to create a body of its own, leaving
not cast this spell again until the next dawn. the artifact to dissipate into dust.
71–80 Spell Weaver (Advanced). The artifact allows Ancient Broom
you to cast a spell of light complexity. You can
use an action to cast one 2nd-level spell from Weapon (club), artifact (requires attunement)
it. Once a spell is cast, roll 1d6. On any result
but 6, you cannot cast this spell again until Crafting Components: Unique (uncraftable)
the next dawn. Subtle power is contained within this ancient oak
staff and its coarse bristles, and though it appears
81–90 Spell Weaver (Mastery). The artifact allows as if any amount of rough handling will break this
you to cast a spell of moderate complexity. broom only the most potent blades have any chance
You can use an action to cast one 3rd-level of harming it. The broom’s handle is said to have
spell from it. Once a spell is cast, roll 1d6. On come from the first tree and the bristles stolen from
any result but 6, you cannot cast this spell a god, but its beginnings are far more humble —
again until the next dawn. just a simple mundane object that accrued its first
enchantment by chance after years of exposure to
91–100 Aegis. The artifact shields you from harm, countless rituals. Since then its attraction to magic
granting you a +1 bonus to Armor Class. has grown, and so too has its admiration for the
arcane. The broom has been in the hands of count-
less spellcasters, many of them unlikely candidates
to pursue magic, though it cannot remember their
names. Only the feats of magic they achieved are
of any worth to the broom.
326
Chapter 8: Enchanted Gear
Sentience. The broom is a sentient construct TABLE: GREATER ARTIFACT BENEFITS
with Intelligence 19, Wisdom 15, and Charisma D100 PROPERTY
17. It has hearing and darkvision to a range of
120 feet. The broom communicates with you 1–20 Perfectionist. The artifact seeks to enhance
telepathically and can speak and understand and elevate its user to greater heights. One
Common, Draconic, Dwarvish, Elvish, Sylvan, of your ability scores (chosen by the Narrator)
and Undercommon. increases by 2, to a maximum of 24.
Personality. The broom’s purpose is to 21–30 Healer. As long as you have at least 1 hit point,
encourage the use of magic—the more powerful you regain 1d6 hit points at the start of each
the better — regardless of any consequences. It of your turns.
is unconcerned with the goings on of mortals or
anyone not engaged with magic, and it demands 31–40 Warrior. The artifact thrives in battle.
a certain amount of respect and appreciation When you hit with a weapon attack, the
for its service. target takes an extra 1d6 damage of the
same weapon type.
Demands. If you are unable to cast spells and
attune to the broom, it relentlessly argues for you 41–50 Strider. The artifact makes your movement
to pursue magical training and if none is achieved lighter and easier. Your Speed increases by
within a month it goes dormant in your hands 10 feet.
(becoming a very durable stick). In addition, the
broom is a repository of magic over the ages and 51–60 Magus Magic (Basic). You can use an action
it strongly encourages you to seek out monsters to to cast one 4th-level spell from the artifact.
harvest powerful reagents, explore cursed ruins Once a spell is cast, roll 1d6. On any result
in search of forbidden knowledge, and undertake but 6, you cannot cast this spell again until
precarious rituals. the next dawn.
You have a +3 bonus to attack and damage rolls
made with the magic broom, and when the broom 61–70 Magus Magic (Advanced). You can use an
deals damage with a critical hit the target is blinded action to cast one 5th-level spell from it.
until the end of your next turn. Once a spell is cast, roll 1d6. On any result
but 6, you cannot cast this spell again until
Legends and Lore the next dawn.
Success on an Arcana or History check reveals the 71–80 Magus Magic (Mastery). You can use an
following: action to cast one 6th-level spell from it.
Once a spell is cast, roll 1d6. On any result
DC 15 This is the Ancient Broom, used by spell- but 6, you cannot cast this spell again until
casters since the dawn of time. the next dawn.
DC 18 The broom is able to animate itself and 81–90 Magus Magic (Epic). You can use an action
attack your enemies, it has the power to open to cast one 7th-level spell from it. Once a
locks and break shackles, and it enables you to spell is cast, roll 1d6. On any result but 6,
move without leaving a trace of your passing. you cannot cast this spell again until the
next dawn.
DC 21 Many of those who have wielded the
Ancient Broom came from humble and unlikely 91–100 Pure Body. You gain immunity to the blinded,
backgrounds. deafened, petrified, and stunned conditions.
Artifact Properties
The Ancient Broom has one lesser artifact detri-
ment and one greater artifact detriment.
327
Trials & Treasures
Magic Dancing Broom
While you are attuned to the broom you gain an In addition, you can use a bonus action to toss this
expertise die on checks made with Arcana, and while broom into the air and cackle. When you do so, the
holding it you can innately cast pass without trace broom begins to hover, flies up to 60 feet, and attacks
(no concentration required) and nondetection at will. one creature of your choice within 5 feet of it. The
broom uses your attack roll and ability score modi-
In addition, you can use a bonus action to knock fier to damage rolls, and unless a target is hidden
the broom against a lock, door, lid, chains, shackles, or invisible it has advantage on its attack roll.
or the like to open them. Once you have done so 3
times, you cannot do so again until you have finished While the broom hovers, you can use a bonus
a long rest. You can speak with the broom over the action to cause it to fly up to 30 feet to another
course of a short rest, learning one ritual spell. The spot within 30 feet of you. As part of the same
next time you use this feature, you forget the last bonus action, you can cause the broom to attack
spell learned from it. one creature within 5 feet of it.
The broom ceases to hover if you grasp it or move
more than 30 feet away from it.
TABLE: LESSER ARTIFACT DETRIMENTS D100 PROPERTY
D100 PROPERTY
1–5 Magic Magnet. You’re highly susceptible 46–50 Shapeshift. Your appearance changes. The
to magic and have disadvantage on saving Narrator determines details of your new
throws against spells. appearance.
6–10 Ruin. You ruin gems and jewelry, reducing 51–55 Stolen Sound. When you are separated from
the value of any gem or jewel you touch by the artifact by more than 10 feet, you are
half. A gem or jewel can only be ruined in deafened.
this way once.
56–60 Malnourished. Your weight drops 1d4 × 10
11–15 Obscured Sight. When you are separated pounds.
from the artifact by more than 10 feet you
become blinded. 61–65 Anosmia. You lose your sense of smell.
16–20 Bad Reaction. You have disadvantage on 66–70 Ill Wind. Nonmagical flames within 30 feet
saving throws made to resist poison. of you are snuffed out.
21–30 Foul. Your scent becomes nearly unbearable 71–80 Insomnia. Creatures within 300 feet of you
and is noticeable from 10 feet away. cannot take short or long rests.
31–35 Desecrate. You contaminate holy water within 81–85 Flora Bane. Plants that aren’t creatures take
10 feet of you, instantly destroying it. 1d6 necrotic damage from your touch.
36–40 Unwell. You become physically sick. You have 86–90 Unnatural Presence. Your presence causes
disadvantage on Strength and Constitution animals within 30 feet to become hostile
ability checks and saving throws. towards you.
41–45 Swollen. You gain 1d4 × 10 pounds in weight. 91–95 Gluttony. Each day you must consume 6
times your normal needs of food and drink.
96–100 Flawed. Your flaws are exacerbated. The
Narrator determines how this manifests.
328
Chapter 8: Enchanted Gear
Cane of Chaos TABLE: CANE OF CHAOS
Staff, artifact (requires attunement) D8 WILD MAGIC EFFECT
Crafting Components: Unique (uncraftable)
The Cane of Chaos (known by some by its fairytale 1 One random creature you see is subject to a
name, the Little Silver Stick) is a gorgeous silver polymorph spell cast by the cane (using your spell
scepter etched with fractals, adorned with an eight- save DC), turning it into a random CR 1/8 beast.
pointed star, and imbued with the power of chaos.
A cunning historian may be able to track the cane’s 2 The 1d6 doors nearest to you come under an
origins to a certain mage under a certain author- arcane lock effect as though cast by the creature
itarian regime centuries ago, who supplied it to a nearest to you that can speak, write, or sign at
figure widely known for their role in the regime’s least one language.
downfall. Similarly, the cane seems to be drawn to
those who march to their own drumbeat, directing 3 The cane creates a control weather effect, driving
them on behalf of its creator to sow disruption the weather towards unseasonable extreme
and turmoil. temperatures and conditions.
Legends and Lore 4 Each creature within 60 feet rolls 1d6, increasing
a random ability score to 18 for the next 10 min-
Success on an Arcana or History check reveals utes (1: Strength, 2: Dexterity, 3: Constitution, 4:
the following: Intelligence, 5: Wisdom, 6: Charisma).
DC 15 This is the Cane of Chaos, used by a 5 Each creature within 60 feet is subject to a
despot in times long past. It is also known as levitation effect created by the cane (using your
the Little Silver Stick. spell save DC). Each creature has disadvantage
on saving throws against the effect and on a fail-
DC 18 The cane stores and is able to cast spells ure immediately rises 60 feet. For the duration,
linked to chaos, but randomly unleashes chaotic each creature can control its own movement as
magical effects when used. though it had cast levitation on itself.
DC 21 The cane can only be destroyed by a 6 You grow 1d6 inches taller (this effect cannot
sovereign on the day of their coronation. increase your size category).
Artifact Properties 7 If you are a humanoid you are permanently
transformed into a different humanoid heritage
The Cane of Chaos has 1d4 lesser artifact benefits, (as per Table: Reincarnation for the reincarnate
1d4 lesser artifact detriments, 1d4–1 greater arti- spell in Chapter 10: Spellcasting, in the Adventur-
fact benefits, and 1d4+1 greater artifact detriments. ere's Guide ).
In addition, the cane has the finesse property and 8 Duplicates of yourself appear within 60 feet!
can be used as a double weapon which you become Roll 1d6 to determine their nature (1–2: 1d6 an-
proficient with when you attune to it. You gain a imated armors, 3–4: a mirror image effect, 5–6:
+2 bonus to weapon attack rolls and damage rolls a simulacrum effect).
made using the Cane of Chaos.
1d6 charges each dawn (to a maximum number of
Magic charges equal to your level + 1, or your CR + 1) . You
can expend any number of charges from the cane to
While you use this quarterstaff as a spell focus, you cast a chaos spell, which costs a number of charges
gain a +2 bonus to spell attack rolls and your spell equal to the spell’s level. Your spellcasting ability
save DC. You know and have prepared all spells of for these spells is your highest mental ability score
the chaos school of magic (but not their rare versions). (Intelligence, Wisdom, or Charisma).
The Cane of Chaos begins with a number of
charges equal to your proficiency bonus and regains
329
Trials & Treasures
TABLE: GREATER ARTIFACT DETRIMENTS D100 PROPERTY
D100 PROPERTY
1–5 Atrophic Affliction. Your body slowly rots at 36–40 Potion Thinner. Magical potions within 10 feet
the end of each passing day: 1st day—you lose of the artifact are instantly diluted and lose
your hair, 2nd day— you lose your finger and their magical properties.
toe tips, 3rd day—your lips and nose are lost,
4th day —your ears rot away, and the rotting 41–45 Ink Eater. Magic scrolls within 10 feet of the
finally stops. You may restore your lost body artifact are instantly erased.
parts through the use of the regenerate spell.
46–50 Vampiric Desire. Each time you use an action
to activate this artifact’s properties, you must
6–10 Wandering Worldview. You gain a different first satiate its bloodlust by using a bonus ac-
alignment trait each dawn. Roll a 1d4: 1— tion to draw blood with a weapon that deals
chaotic, 2— evil, 3 — good, 4 — lawful. at least 1d4 piercing or slashing damage. The
blood must be yours, or from a willing suppli-
11–15 Quest Giver. You are given a quest determined cant or incapacitated victim within reach.
by the Narrator, which you must complete as
if you were under the effects of the geas spell. 51–60 Overwhelming. The power of the artifact
This effect occurs the first time you attune to is too great to easily contain and it strains
the artifact and once the quest is completed, your mind. You gain a long-term mental
you are no longer affected by this property. stress effect.
16–20 Possessive. A formless entity is imprisoned 61–65 Psychic Scream. The mental feedback from
within the artifact. When you use an action this artifact deals 4d10 psychic damage after
to utilize this artifact’s properties, there’s a you attune to it.
50% chance the entity tries to possess you
instead of the item. Make a DC 20 Charisma 66–70 Path of Filth. Slime collects in a trail behind
saving throw. On a failure, the entity claims you. Creatures have advantage on checks
your body as its own (banished by dispel evil made to track you.
and good). You become an NPC under the
Narrator’s control. The entity can be banished 71–75 Fickle Fate. The first time you attune to this
through the use of the dispel evil and good spell. item, an enemy of the Narrator’s choice
experiences a substantial stroke of good
21–25 Deadly Aura. Plants and creatures of Challenge fortune (recruiting a new unexpected ally,
Rating 0 drop to 0 hit points when they are an upgrade of their forces, the surprise
within 10 feet of the artifact. advancement of one of their goals, and so
on). The Narrator is encouraged to let you
26–30 Eldritch Prison. A forgotten god is imprisoned know exactly how your attunement has
within the artifact and struggles for freedom. advanced your enemy’s goals.
When you use an action to activate one of
the artifact’s properties there’s a 10% chance 76–80 Ability Drain. One of your ability scores is
it breaks free, appearing within 15 feet of you reduced by 2. Roll 1d6 to determine the
and attacking you. ability score: 1—Strength, 2—Dexterity, 3—
Constitution, 4—Intelligence, 5—Wisdom,
31–35 Bearer of Hatred. The Narrator chooses a crea- 6—Charisma. This decrease to your ability
ture type (other than humanoid). Creatures score can be restored through the use of a
of that type have an unnatural aggression to- greater restoration spell.
wards you and are always hostile towards you.
330
Chapter 8: Enchanted Gear
TABLE: GREATER ARTIFACT DETRIMENTS (CONTINUED) A regular copy of Wands, Rings, and Wondrous
D100 PROPERTY Things is a masterwork book (see page 332 in the
Adventurer’s Guide) about crafting magic items. Yet
81–85 Double Trouble. A nearly perfect duplicate of a fabled version of this tome is said to meander
you appears within 90 feet. Your duplicate through literary circles — a copy annotated by a mad
has the singular goal of killing you to perma- genius. Known as the Crafter’s Codex, this copy of
nently claim your existence in the world. The the book is dog-eared throughout and stuffed to the
Narrator uses your statistics for the duplicate brim with exceedingly peculiar, illegible marginalia.
(as well as any tricks or tactics you commonly To the person approaching the book through the
employ), though it may take days or weeks for right means (such as refracting the text through a
it to gather the resources to attack. beer glass, reading at strange angles, or using one’s
own personal genius) these notes reveal step-by-step
86–90 Stolen Voice. You lose the ability to speak. instructions which streamline and improve the
enchantments described within. Alas, no owner
91–95 Weakness. The artifact weakens your body seems to hold on to the Crafter’s Codex for long. The
and mind. You become vulnerable to all book itself appears to hyperfixate on a given reader
types of damage. and then simply disappear, presumably in search of
someone more suited to its talents and disposition.
96–100 Divine Reclamation. When you attune to
this artifact there is a 10% chance that you Legends and Lore
attract the attention of a divine authority
who sends an avatar to take it from you. Success on an Arcana or History check reveals
The avatar vanishes with the artifact if it is the following:
successful in reclaiming it.
DC 15 This is the Crafter’s Codex, a legendary
When you expend charges from the Cane of Chaos, book containing secrets of crafting magical items
it unleashes another chaotic magical effect, either that can unsettle even the strongest minds.
chosen by the Narrator or randomly determined.
DC 18 This book is a unique annotated
Destroying the Cane version of the more common Wands, Rings,
and Wondrous Things.
The Cane of Chaos is born from the very essence of
rebellion. To destroy it, you must offer the artifact as DC 21 The Crafter’s Codex can only be destroyed
a gift to a sovereign on the day of their coronation or by destroying every copy of Wands, Rings, and
to a magical being with the Lawful alignment trait Wondrous Things that exists in the multiverse.
on the anniversary of their advent. If accepted as
such a gift, the Cane of Chaos melts into a puddle Artifact Properties
of ordinary molten silver.
The Crafter’s Codex has one lesser artifact benefit,
Crafter’s Codex one greater artifact benefit, and one greater artifact
detriment. While attuned to this book, you gain
Wondrous item, artifact (requires attunement) an expertise die on any checks related to crafting a
Crafting Components: Unique (uncraftable) magic item, and you do not need to meet any of the
Centuries ago, a famed artificer published her master- usual requirements related to crafting a magic item
work treatise on crafting magic items — humbly titled aside from its cost.
Wands, Rings, and Wondrous Things — and the work
was so revolutionary that every serious library simply In addition, you gain one random long-term mental
had to have a copy. The work still influences the art stress effect oriented around inventing, the Crafter’s
of crafting magic items to this day. Codex, or keeping the book safely in your possession.
Once between long rests, while crafting a magic
item or performing an attendant activity towards
crafting a magic item, you can consult the Crafter’s
331
Trials & Treasures
Codex and make a DC 20 Intelligence check. On a TABLE: SEEKERS OF THE CODEX
success, choose one of the following: 1D6 ADVERSARY
• Reduce research time by 75%. Noble with entourage of bodyguards—previous
1
• Reduce component cost by 75%.
owner or antimagic zealot
• Reduce crafting time by 75%.
2 Assassin, stealthy mage, or thief
• Reduce a harvesting DC by 6.
3 Rival artificer (friendly or hostile)
• Reduce a crafting DC by 6.
4 Mischievous book-obsessed fey
After three failures on the Intelligence check, the
Crafter’s Codex moves on. You retain a copy of Celestial or fiendish curator of an interplanar
Wands, Rings, and Wondrous Things but the magic 5
and marginalia of the Crafter’s Codex magically
transmits to a different copy somewhere else in library
the world, and you lose your attunement to it. Any
bonuses accrued remain for the duration of the Rival artificer from an entirely different
current crafting project or after a year and one day 6 Material Plane
(whichever comes first).
Destruction
Seekers of the Codex
The secret knowledge that permeates the Crafter’s
The Crafter’s Codex is coveted by collectors and Codex cannot simply be stricken from the world
ambitious artificers alike, and any search for the with ink, blade, or fire. When the artifact faces
Crafter’s Codex surely means encountering some a serious physical threat it simply moves on. The
of the following foes.
332
Chapter 8: Enchanted Gear
only way to rid the world of the Crafter’s Codex is Artifact Properties
to eliminate every last copy of Wands, Rings, and
Wondrous Things that exists in the multiverse — if The Dread Caduceus has one lesser artifact benefit,
even one copy remains, even on another plane of one greater artifact benefit, one lesser artifact detri-
existence, the Crafter’s Codex persists. ment, and one greater artifact detriment.
Dread Caduceus The Dread Caduceus warps your life energy,
twisting your flesh as it corrupts that of others. While
Wondrous item, artifact (requires attunement) you are attuned to the scepter, your organs shift and
twist, sticking to one another within you. Take 1d6
Crafting Components: Unique (uncraftable) necrotic damage each dawn from this effect. This
When wizards go to war their desperation reveals damage can only be healed by a long or short rest.
the bleak depths and miraculous heights of magic. You also have disadvantage on initiative rolls as
Long ago it was a desire to both bolster and renew you are distracted by this tangible shifting within.
their forces that led a mage to create a relic many
would consider unthinkable: a scepter that twists The Dread Caduceus has 2d10 charges and regains
the essence of life itself. With it the dead are remade 1d10 charges each dawn. When you reduce the Dread
into unrecognizable tangles of flesh that despite their Caduceus to 0 charges, you take 10d10 necrotic
deformity do the wielder of the scepter’s bidding, all damage. If this damage reduces you to 0 hit points,
as their allies are healed and empowered with vigor you instantly die and cannot be resurrected (even
far beyond mortal bounds. by a wish spell).
This heavy silver scepter has two heads, both Cherub
cast in metal and staring out of glassy onyx eyes.
One head is a skull, its jaw thrown open and its You can use an action and expend charges from
teeth unnaturally elongated. At the other end of the Dread Caduceus to cause one of the following
the scepter is a cherubic human face that is turned effects to extend from the cherub head of the scepter,
upwards as though determined not to look at targeting yourself or a creature within 30 feet:
its sibling.
Heal. The creature regains 1d8+1 hit points
No one is certain whether it was the creator’s for each expended charge.
shame that led them to hide the scepter, or if
their enemies cast it out of memory for fear of its Healing Nimbus (3 Charges). A nimbus of
power. What is known is that the legend of the healing appears around the creature for 1d6
Dread Caduceus has endured and that whispers rounds. For the duration, whenever the creature
of its whereabouts have not been silenced by time. takes damage from an attack it regains 1 hit point,
and when an attack misses the creature it regains
While you are attuned to the Dread Caduceus 1d4 hit points.
you may use either end of the scepter to activate
its powers. Invulnerability (3 Charges). The creature
becomes immune to damage from nonmagical
Legends and Lore attacks for 1d4 rounds.
Success on an Arcana or History check reveals Exhaustless (5 Charges). The creature becomes
the following: immune to fatigue for 1d6 days.
DC 15 This is the Dread Caduceus, a holy scepter Resistance (5 Charges). The creature becomes
with the power to raise the dead. resistant to one type of damage of your choice for
1d6 rounds. This property has no effect if the crea-
DC 18 The cherub and skull heads cause healing ture already has resistance to that damage type.
and necromantic effects, respectively.
Cure (10 Charges). The creature is healed of
DC 21 Those who use the scepter risk having their any curses, diseases, poisons, or other negative
very flesh corrupted and their souls devoured. effects, even if a wish spell has previously
been unsuccessful.
333
Trials & Treasures
Invigorate (10 Charges). The creature perma- Skeleton Template
nently increases its maximum hit points by
1d8+1. A creature can only benefit from this A skeleton creature retains all its statistics except as
property once. noted below.
Skull Type. The skeleton’s type is undead. It does not
require air, sleep, or sustenance.
You can use an action and expend charges from
the Dread Caduceus to cause one of the following Ability Scores. The skeleton’s Intelligence
effects to extend from the skull head of the scepter, becomes 6 (–2), its Wisdom becomes 8 (–1),
targeting yourself or a creature within 100 feet: and its Charisma becomes 5 (–3).
Animate Skeleton (1 Charge). You return a Skills. The skeleton loses all skill proficiencies.
dead creature to a semblance of life, animating Vulnerability. The skeleton gains vulnerability
the skeleton of its body to serve at your whim. to bludgeoning damage.
The creature gains the skeleton template and Immunities. The skeleton gains immunity to
remains under your control until you die or are poison damage and to the fatigue and poisoned
no longer attuned to the Dread Caduceus. conditions.
Senses. The skeleton gains darkvision out to
Animate Zombie (2 Charges). You return a a range of 60 feet.
dead creature to a semblance of life, animating it Languages. The skeleton understands the
as a zombie to serve at your whim. The creature languages it knew in life but can’t speak. It
gains the zombie template and remains under your can’t take any action that requires speech or
control until you die or are no longer attuned to vocalization.
the Dread Caduceus. Magical Abilities. The skeleton loses all
spellcasting ability and any actions which have
Empower Undead (2 Charges). Choose 1d6 magical effects.
undead that you can see within range. Whenever Traits. The skeleton loses all traits.
one of the chosen undead makes a weapon attack
it deals an extra 1d4 necrotic damage. Even on a
miss, the undead deals 1d4 necrotic damage.
Animate Legion (6 Charges). You return 3d10
dead humanoids to a semblance of life, trans-
forming their corpses into zombies.
You can use a bonus action to mentally
command the undead you create using the Dread
Caduceus. When you command multiple undead,
you must give them all the same command. You
may decide the action the undead takes and where
it moves during its next turn, or you can issue a
general command, such as guarding an area. If
not given a command, the undead only defends
itself. The undead continues to follow a command
until its task is complete.
In addition, any creature you animate in this
fashion retains injuries or disfigurements that were
upon its corpse, and it continues to decompose.
334
Chapter 8: Enchanted Gear
Zombie Template Memory Leaf
A zombie creature retains all its statistics except as Wondrous item, artifact (requires attunement)
noted below. Crafting Components: Unique (uncraftable)
Precious beyond reckoning, this silver leaf has fallen
Type. The zombie’s type is undead. It does not from a Memory Tree and contains a psychic imprint
require air, sustenance, or sleep. of the living creature it was once connected to. It
can only be attuned when pressed against the fore-
Ability Scores. The zombie’s Intelligence head and is often set into a woven headband.
becomes 3 (–4), its Wisdom becomes 8 (–1),
and its Charisma becomes 5 (–3). Legends and Lore
Saving Throws. The zombie loses all saving Success on an Arcana or History check reveals
throw proficiencies. the following:
Speed. Any speed the creature has is reduced DC 15 This is the Memory Leaf, which fell from
by 10 feet, or to 30 feet (whichever is lower). a Memory Tree in ages past.
Skills. The zombie loses all skill proficiencies. DC 18 Sometimes those who wear the leaf sense
Immunities. The zombie gains immunity those who have worn it before.
to poison damage and to the fatigue and
poisoned conditions. DC 21 The leaf can grant knowledge about the
Senses. The zombie gains darkvision out to a ancient world.
range of 60 feet.
Languages. The zombie understands the Artifact Properties
languages it knew in life but can’t speak. It
can’t take any action that requires speech or The Memory Leaf has one lesser artifact benefit.
vocalization. There is a 50% chance when you attune to the leaf
Magical Abilities. The zombie loses all spell- that you discover a lesser artifact detriment.
casting abilities or actions with magical effects.
Traits. The zombie loses all traits, but gains In some cases the benefit and detriment are reflec-
Undead Fortitude. tions of the former personality, and you may acquire
those traits while attuned to it.
Undead Fortitude (1/Day). If the zombie is reduced
Magic
to 0 hit points by damage that isn’t radiant or
While this leaf is pressed against your forehead,
from a critical hit, it is instead reduced to 1 hit you can cast legend lore to ask the psychic imprint
within the leaf one question about the ancient world.
point, falls prone, and is stunned until the end Once you have used this property 3 times, it cannot
be used again until next dawn.
of its next turn, appearing to be dead.
Orb of Dragonkind
Actions. The zombie gains a Bite and Grab
attack, both of which use Strength for attack and Wondrous item, artifact (requires attunement)
damage rolls. The escape DC for the zombie’s Crafting Components: Unique (uncraftable)
Grab is equal to its maneuver DC. It loses any Long ago the souls of five evil dragons were ripped
ranged attacks that require the use of a weapon from their corporeal bodies and captured with
more complex than a rock. arcana by mages that sought to end the tyranny of
wicked winged serpents. Each is contained within
Bite. Melee Weapon Attack: reach 5 ft., one target an intricately inscribed crystal globe 10 inches
across — though when the magic within is called
grappled by a zombie. Hit: 2d4 piercing damage, upon, an orb swells to double its size and glows
and the zombie regains the same number of
hit points.
Grab. Melee Weapon Attack: reach 5 ft., one
target. Hit: 1d6 bludgeoning damage and the
target is grappled if it’s Medium or smaller,
and until the grapple ends the zombie can’t
grab another target.
335
Trials & Treasures
with a faint light revealing the color of the scales Call Dragons
that once belonged to what little remains of the
creature that now resides in it. While you are controlling an Orb of Dragonkind,
you can use an action to send a telepathic message
While you are attuned to and holding an Orb in a 40-mile radius. Evil dragons that are mortal
of Dragonkind, you can use an action and speak a and in the area are compelled to take the quickest
command word to attempt to control the draconic and most direct route to the orb, though they may
soul within by making a DC 15 Charisma check. On not be friendly or pleased with being forced to
a success, you can control the Orb of Dragonkind, answer the call. Once this property has been used,
or on a failure you are charmed by it. Both effects you cannot use it again for 1 hour.
last until you are no longer attuned to the orb.
Destroying an Orb
While you are charmed by the orb, you cannot
choose to end your attunement to it. In addition, Despite its glass appearance, an Orb of Dragon-
the orb can innately cast suggestion on you at will kind is immune to most types of damage (including
(save DC 18) to compel you to commit evil acts that draconic breath weapons and natural attacks), but
serve its purposes — exacting revenge, attaining its they can be destroyed by the disintegrate spell or
freedom, spread suffering and ruin, encourage the a single strike from a weapon with a +3 magical
worship of foul draconic deities, collect the other bonus to attack and damage rolls.
orbs of dragonkind, or whatever else the Narrator
deems fit. Raiment of the
Devouring King
Legends and Lore
Wondrous items, artifacts (requires attunement)
Success on an Arcana or History check reveals
the following: Crafting Components: Unique (uncraftable)
Ancient beyond meaning, the Devouring King
DC 15 This is an Orb of Dragonkind, an artifact known as Nyth’Zerogg spreads across the multi-
with the power to control dragons. verse, infecting a plane with a portion of himself
before consuming it. Whether summoned or drawn
DC 20 Five orbs were made, each containing by hunger, the mind-bending entity crosses black
the soul of an evil dragon. seas of infinity to gorge upon mortal civilizations
and gods alike.
DC 25 The orb can summon evil dragons, but
does not actually control them. Rarely in the uncounted eons of his existence,
the spore of the Devouring King is denied. In this
Artifact Properties reality primordial powers drove him back before
he took root, destroying him almost completely. Of
An Orb of Dragonkind has two lesser artifact his titanic form only a piece of skull, a fragment
benefits, one lesser artifact detriment, and one of wing membrane, and a piece of its strange heart
greater artifact detriment. survived. Nyth’zerogg’s might was such that even
these pieces contain terrible power, housing a frag-
Magic ment of his essence and a shard of his alien psyche.
While you are controlling an Orb of Dragonkind, Since Nyth’Zerogg’s destruction pieces of
you can use an action to cast detect magic at will. the raiment have shown up throughout history,
You can also expend 1 or more charges to cast detect ultimately destroying their bearers and causing
magic (no charge), daylight (1 charge), death ward untold devastation. The destruction that they have
(2 charges), cure wounds (5th-level version, 3 charges), wrought is insignificant compared to the danger
or scrying (save DC 18; 3 charges). that they pose however, as these artifacts hold the
key to restoring the spore of Nyth’Zerogg so that
The orb has 7 charges and regains 1d4 + 3 he may consume all reality.
expended charges each dawn.
336
Chapter 8: Enchanted Gear
The Raiment of the Devouring King consists it in the process. Creatures slain in this manner
of three pieces: a cloak, a crown, and an orb. To can only be returned to life by means of a wish
attune to a piece, you must awaken it by pouring or true resurrection.
the blood of a recently sacrificed sapient creature
onto it, allowing you to graft it to your body in a Three Pieces. Your pool of charges increases to
process that takes a minute, during which you are 16. When you take a short rest, you can extend
incapacitated by agony. Once attuned, pieces can tendrils into the ground and regain 1d4+1 charges
only be removed if you are killed. by consuming natural energy within a 1-mile
radius. All plant life in the area dies and beasts
Legends and Lore become poisoned while in the area. This property
can only be used in an area once per decade, after
Success on an Arcana or History check reveals which it cannot support life for the next 10 years.
the following:
You cannot be permanently killed unless each
DC 15 This is part of the Raiment of the piece of the raiment is cut from your body in
Devouring King, the remains of an ancient conjunction with a carefully worded wish spell.
being who consumed worlds. Instead, you return to life 1d3 days later.
DC 18 There are three surviving pieces of the Cloak of the Devouring King
raiment: a cloak, a crown, and an orb.
This deep jade cloak resembles a large piece of
DC 21 The cloak grants flight and teleportation, torn wing membrane. When attuned, it grafts to
the crown transforms the wearer’s body, and the your back, reweaving muscle and bone and turning
orb enhances their mind. into a single leathery wing that grants a portion
of Nyth’zerogg’s vitality.
Artifact Properties
While attuned to the Cloak of the Devouring
While you are attuned to any piece of the Raiment King, you gain the following benefits:
of the Devouring King, you are subject to Malignant
Influence (see below) and gain the following benefits: • Your Constitution score is increased to 20.
This property has no effect if your Consti-
• You cease aging and become immune to tution is equal to or greater than 20.
poison and disease.
• You gain a fly speed equal to your Speed.
• You gain a pool of 8 charges that can be
spent to fuel the Raiment of the Devouring • You regain 1d8 hit points at the beginning of
King’s magical properties (save DC 19, +11 each of your turns if you have at least 1 hit
to hit with spell attacks). You regain 1d4+1 point. If you lose a body part, you regrow
charges each dusk. the missing part within 1d6 days.
A Complete Set • You may expend one or more charges to cast
the following spells: longstrider (1 charge),
Because of their powerful desire to be together, misty step (2 charges), blink (3 charges),
no matter how many pieces of the Raiment of dimension door (4 charges), plane shift (5
the Devouring King you wear they count as a charges), or teleport (5 charges)
single magic item for the purposes of attunement.
For each additional piece of the Raiment of the Crown of the Devouring King
Devouring King that you acquire, you gain the
following benefits: The alabaster crown resembles a jagged piece of flat
bone affixed to a crude iron band. When worn, it
Two Pieces. Your pool of charges increases to settles so that a single spoke of bone extends above
12. You can use an action to regain 1 expended the wearer’s eye. When you attune to the skull,
charge by messily devouring an incapacitated or it grafts with your bone and grants a portion of
unconscious creature within your reach, killing Nyth’zerogg’s strength.
While attuned to the Crown of the Devouring
King, you gain the following benefits:
337
Trials & Treasures
• Your Strength score is increased to 20. This Orb of the Devouring King
property has no effect if your Strength is
equal to or greater than 20. This crimson orb resembles a massive, calcified
heart suspended on a crude chain. When the orb
• Your body transforms, turning a rubbery returns to life, hooked tendrils extend and burrow
gray green as chitinous bone plates emerge into your chest, lodging it there where it grants a
from your skin. This counts as a suit of +1 portion of the god’s mind and knowledge.
leather if you are proficient with light armor,
a suit of +1 breastplate if you are proficient While attuned to the Orb of the Devouring King,
with medium armor, or a suit of +1 full plate you gain the following benefits:
if you are proficient with heavy armor. This
armor does not impose disadvantage on • Choose Intelligence or Charisma. The chosen
Dexterity (Stealth) checks. ability score is increased to 20. This property
has no effect if the chosen ability score is equal
• You can use an action to spend 1 charge to to or greater than 20.
shape chitin and bone from your body into
a +1 weapon. You may only have two such • You gain a 1d10 expertise die on Intelligence
weapons in existence at a time. Any ammu- checks.
nition needed is created as the weapon is
fired. You may spend 1 charge as part of • When you take a short rest, you can recover
an action to deliver touch spells through a an expended spell slot of 6th-level or higher
weapon created in this manner by making a by spending a number of charges equal to the
single weapon attack as a part of that action. level of the spell slot recovered.
A weapon created in this manner crumbles
to dust a round after it leaves your person. • You may expend one or more charges to
cast the following spells: detect thoughts
• You may expend one or more charges to (1 charge), suggestion (2 charges), black
cast the following spells: shield (1 charge), tentacles (3 charges), telekinesis (4 charges),
enlarge/reduce (2 charges), protection from dominate monster (5 charges).
energy (self only; 2 charges), stoneskin (self
only; 3 charges). Malignant Influence
338 Each piece of the Raiment of the Devouring
King longs to be united with the others so that
Nyth’Zerogg may live again. While attuned to a
piece of the artifact, you must succeed on a DC
18 Wisdom saving throw once per month or gain
a level of Malignant Influence, which cannot be
removed while you are attuned to the Raiment of
the Devouring King. With two pieces of the arti-
fact attuned, you repeat the saving throw once per
week, and when all three pieces of the artifact are
attuned, you repeat the saving throw once per day.
Level 1. You become obsessed with acquiring
the other pieces of the Raiment of the Devouring
King and devote all of the time and resources at
your disposal to the task.
Level 2. You become ravenous and must
consume one living sapient being each day or
gain a level of fatigue that persists until you
consume such a creature.
Level 3. You fall entirely under the sway of
the Raiment of the Devouring King. You gain
the Chaotic and Evil alignment traits, and you
Chapter 8: Enchanted Gear
will stop at nothing to see Nyth’Zerogg reborn. Legends and Lore
You immediately become an NPC under the
Narrator’s control. Success on an Arcana or History check reveals
the following:
Awakening Nyth’Zerogg
DC 15 This is the Serveros War Engine, the last
If all three pieces of the Raiment of the Devouring war machine of a forgotten empire.
King graft to a single host and they acquire three DC 18 The engine is piloted from inside, and
levels of Malignant Influence, the host’s mind and only those with mental and physical fortitude
soul are devoured as fuel for Nyth’zerogg’s reawak- can endure it. In addition to offering great might,
ening. The exact consequences of such a reawakening it can manifest arcane blades, cannons, and
are left to the Narrator but likely pose an extinction other effects.
level threat to mortals and gods alike. DC 21 Destroying the engine requires destroying
the helm, which is heavily enchanted with fortifi-
Destruction cations against harm.
Many attempts have been made to destroy pieces Artifact Properties
of the Raiment of the Devouring King, yet they
always reform. Some believe that they can only The Serveros War Engine has one lesser artifact
be destroyed by plunging a creature with all three benefit. Piloting the war engine can be quite taxing,
pieces of the artifact grafted to its body into the both mentally and physically. You gain no benefits
heart of a star or a true flame in the center of the from a long or short rest while mounted in the war
Elemental Plane of Fire — though even this is just engine, and when you expend its last available charge
a theory. you suffer both a level of fatigue and strife.
Serveros War Engine While you are attuned to, mounted inside, and
controlling the Serveros War Engine, you gain the
Wondrous item, artifact (requires attunement) following benefits:
Crafting Components: Unique (uncraftable) • Your AC becomes 18.
In size and shape this massive construct is not unlike
a squat hill giant — if hill giants were made of metal, • Your Strength score becomes 21.
leather, wood, and glass. With all manner of wheels,
gears, cables, and hinges, when worn its movements • You are Huge-sized.
are surprisingly fluid, if somewhat loud and heavy.
• Your Speed becomes 40 feet.
The last of its kind, the Serveros War Engine
was used by a forgotten empire’s soldiers in wars • You have advantage on saving throws made
that spread far beyond their kingdom. It’s hard to to avoid being grappled or knocked prone.
imagine there may once have been entire armies
outfitted with these magical constructs and engaged • You sustain only 1 hit point of damage for
in battle against one another, and impossible to every 5 hit points of nonmagical bludgeoning,
conceive of the untold destruction they wrought. piercing, and slashing damage dealt to you.
Mounting the war engine is a fairly straight • Your unarmed strikes deal 4d8 bludgeoning
forward matter. As you enter the construct, you damage.
can don a helm and belt, both connected to the war
engine, which allow you to attune to and control • Your weapon attacks count as magical for
the construct. The construct is not sentient and the purposes of overcoming resistance and
moves only when controlled in this way. immunity to nonmagical attacks.
When controlling the construct, you form a • You have disadvantage on Dexterity
psychic bond with it, seeing through its eyes, (Stealth) checks.
moving with its limbs, and experiencing pain
through its body. • You are vulnerable to psychic damage.
339
Trials & Treasures Disrepair. When first discovered, the Serveros
War Engine may be completely depleted of stored
Charged Properties charges and heavily damaged, or perhaps almost
completely dismantled. With maintenance, care,
The war engine also has several built-in features, and careful reconstruction using Engineering
some of which are powered by stored electrical (or a wish spell), it can be restored to its full,
charges or drain energy from your life force. terrible power.
• A massive sword hilt is secured to the Glass Jaw. When the Serveros War Engine
construct’s hip by an incredible magnetic takes a critical hit from an attack that deals
force. You can use a bonus action to either bludgeoning damage, roll a d20. On a 1, the
expend 1 charge or take 5 (2d4) force war engine’s head is knocked off, disabling the
damage to draw the hilt and engage its artifact until it is repaired with a DC 23 Intelli-
plasma blade. gence (Engineering) check and 8 hours of work.
Plasma Blade. Melee Weapon Attack: reach Mortal Echoes. The Serveros War Engine’s
10 ft., one target. Hit: 18 (3d8+5) radiant last pilot died while mounted within the war
damage, or 21 (3d10+5) radiant damage if engine, and echoes of their psyche still linger
wielded in two hands. within the construct. When first attempting
to attune to the artifact, you relive the final
• An arcane cannon is housed in the construct’s moments of the dead pilot and make a DC 18
left forearm. You can use an action or bonus Charisma saving throw. On a failure, you take
action to either expend 1 charge or take 5 5 (1d10) psychic damage and gain a short-term
(2d4) force damage to fire the arcane cannon. mental stress effect.
Arcane Cannon. Ranged Weapon Attack: range Nautical. You gain a swim speed of 40 feet.
120/300 ft., one target. Hit: 7 (2d6) radiant In addition, you can use an action to either
damage. expend 1 charge or take 5 (2d4) force damage
to seal the cockpit and fill it with breathable
• The construct’s right hand is detachable. air which lasts for 1 hour.
You can use an action and either expend 1
charge or take 5 (2d4) force damage to fire Recon. You gain darkvision to a range of 60 feet
the gauntlet as a projectile. and can either expend 1 charge or take 5 (2d4)
force damage to activate magical floating discs
Gauntlet Grapple. Ranged Weapon Attack: on the soles of the construct’s feet. The discs last
range 60/120 ft., one target. Hit: 23 (4d8+5) for 1 hour during which time the construct does
bludgeoning damage, or 8 (1d6+5) bludgeoning not cause you to have disadvantage on Dexterity
damage and if the target is a Large or smaller (Stealth) checks and you leave no tracks on
creature it is grappled. You can use a bonus the ground.
action to retract the hand up to 120 feet and
reconnect it to the construct. A grappled Serveros Slayer. In lieu of the arcane cannon
target moves with the hand. and detachable fist, the construct is equipped with
a psyblade in each hand. You can use a bonus
The Serveros War Engine begins with 1d20 action and either expend 1 charge or take 5 (2d4)
charges. By making a DC 18 Intelligence (Engi- force damage to deploy one or both psyblades.
neering) check, 2d10 charges can be restored
during a long rest. Psyblade. Melee Weapon Attack: reach 10 ft.,
Warframe Variations one target. Hit: 15 (3d6+5) psychic damage.
The Narrator may apply one or more of the Specialized Weaponry. Instead of a giant
following variant options if desired. plasma sword, the Serveros War Engine has one
of the following weapons. You can use a bonus
Airborne. You can expend 1 charge or take 5 action and either expend 1 charge or take 5 (2d4)
(2d4) force damage to unfold magical wings and force damage to equip and activate the weapon.
gain a flying speed of 15 feet for 1 minute.
340
Chapter 8: Enchanted Gear
Discus Throwing Shield. Melee or Ranged Sword of Three Traditions
Weapon Attack: reach 5 ft. or range 40/80 ft., Weapon (varies), artifact (requires attunement)
one target, or if thrown two targets within 10 Crafting Components: Unique (uncraftable)
The Sword of Three Traditions is a jewel-pom-
feet of each other. Hit: 15 (3d6+5) bludgeoning meled blade with the power to transform into other
weapons — each specially suited for one of the eleven
damage. martial traditions (page 457 in the Adventurer’s
Guide). Originally called the Sword of All Traditions,
In addition, while the shield is donned your over time the gems in the pommel were lost and
now only three remain. Should its lost gemstones be
AC increases by 2. returned, the blade might be restored to its full spec-
trum of glory and power.
Extendable Metal Staff. Melee Weapon Attack:
Legends and Lore
reach 15 ft., one target. Hit: 15 (3d6+5) blud-
Success on an Arcana or History check reveals
geoning, or 18 (3d8+5) bludgeoning damage the following:
when wielded with two hands, and a Large or DC 15 This is the Sword of Three Traditions,
which grants mastery of the techniques of combat.
smaller target makes a DC 18 Strength saving Each of the three gemstones in its hilt represents
a tradition of combat.
throw or is knocked prone.
DC 18 The sword can transform into other
Shocking Net. Ranged Weapon Attack: range weapons based on the gemstones in its hilt.
30/60 ft., all targets in a 15-foot square DC 21 Only a dragon of the same color can
destroy the sword’s gemstones.
area. Hit: 9 (2d8) lightning damage and the
Artifact Properties
target is grappled. At the start of your turn,
The Sword of Three Traditions has two lesser artifact
conscious creatures grappled by the net benefits, one greater artifact benefit, and one greater
artifact detriment. For each of the first five magical
take 9 (2d8) lightning damage. This weapon gemstones restored to the sword, it gains 1 lesser
artifact benefit. For each of the last three magical
cannot damage a creature with 0 hit points. gemstones restored to it, the sword gains 1 greater
artifact detriment and 1 greater artifact benefit.
Sonic War Hammer. Melee Weapon Attack:
The Sword of Three Traditions is a +1 longsword.
reach 10 ft., one target. Hit: 18 (3d8+5) Once you are attuned, you can use an action to turn
the sword into a different +1 weapon. In addition,
thunder damage, or 21 (3d10+5) thunder when you use a combat maneuver, the sword auto-
matically changes into the weapon associated with
damage when wielded with two hands. that tradition. To change into a given weapon, the
gem associated with that tradition must be attached.
Destroying the War Engine
While holding the sword, when you use a
Of all its various parts and components the key to combat maneuver of a tradition associated with
disabling and ultimately destroying the war engine an attached gem, its exertion cost is reduced by 1
is the helm. The rest of the massive construct might (minimum 1 exertion).
feasibly be replaced or reengineered by an ingenious
mind. However with its complex structure, both
magical and mechanical, replicating the controller
headpiece requires arcane knowledge and technical
documentation that disappeared with the war
engine’s creators long ago.
The helm is heavily enchanted with fortifications
against harm. Bypassing its magical protections
requires two steps: first, a dispel magic cast at
5th-level or higher is needed to make the invisible
barrier around the war engine’s helm vulnerable for
6 seconds, followed by a disintegrate spell cast at
7th-level or higher to completely dissolve the barrier.
Once the barrier is dissolved, for the next 24 hours
the helm can be destroyed like any other item (AC
22, 100 hit points) before its magical protections
regenerate and fully repair it.
341
Trials & Treasures
TABLE: SWORD OF THREE TRADITIONS The sword normally comes affixed with its
diamond, peridot, and sapphire (for the Adamant
1D12 TRADITION WEAPON GEM Mountain, Rapid Current, and Razor’s Edge
traditions), but the Narrator may choose to have
1 Razor’s Edge Longsword Diamond different magical gemstones attached to it or
determine them randomly.
Adamant Greatsword Peridot
2 When the sword turns into more than one
item, the +1 bonus to attack and damage rolls
Mountain only apply to any weapons created (there are no
bonuses bestowed to the ammunition or shield).
3 Rapid Current Two Sapphire The additional objects materialize either in the
attuned creature’s off-hand or strapped to their
shortswords back. Any such item created by the sword disap-
pears after 1 minute if it is no longer on your
Longbow and person, or when the sword changes shape again.
4 Biting Zephyr quiver with 10 Pearl
The sword’s power increases when 7 gems are in
arrows its pommel (turning it into a +2 weapon that reduces
exertion costs by 2) or when fully restored with all 11
Saber and Opal magical gemstones (turning it into a +3 weapon that
5 Mirror’s Glint reduces exertion costs by 3).
light shield Seekers of the Sword
Mist and Dagger Aquamarine The Sword of Three Traditions is sought after by
6 power hungry and righteous warriors alike, and
any search for the fabled blade is certain to cause
Shade conflict with some of the following foes.
7 Sanguine Knot Bastard sword Garnet TABLE: SEEKERS OF THE SWORD
8 Spirited Steed Lance Topaz 1D6 ADVERSARY
9 Tempered Iron Morningstar Amethyst 1 Warrior on training pilgrimage
Tooth and Battleaxe Ruby 2 Despot with a band of raiders
10
3 Master martial artist who tests the worthy
Claw
4 Spellsword in search of secrets
11 Unending Rapier Emerald
Wheel 5 Greedy assassin or thief
12 Adventurer’s — — 6 Servant of the god of war
choice
Destroying the Sword
Magical Gemstones
The power which binds the Sword of Three Tradi-
Each of the lost magical gemstones of the Sword tions is located in its magical gemstones. Each
of Three Traditions is a wondrous item and artifact gemstone can be destroyed forever if it is removed
that requires attunement. Once attuned to a magical from the pommel and fed to an adult or older true
gemstone, it bestows a minor artifact benefit. You dragon of similar hue. Once each magical gemstone
can only attune to the magical gemstone if you know is destroyed, the blade crumbles into dust.
a combat maneuver from the tradition associated
with it.
You can use an action to attach a magical gem-
stone to the sword. No matter how many magical
gemstones are attached to the sword, it counts as a
single magic item for the purposes of attunement.
342
Chapter 8: Enchanted Gear
The Song of Creation Legends and Lore
Wondrous item (prayer book), artifact (requires Success on an Arcana or History check reveals
the following:
attunement by a divine spellcaster)
DC 15 This is the Song of Creation, a prayer
Crafting Components: Unique (uncraftable) book filled with the eternal melody which
This golden tome is a written record of the divine brought the world into being.
dance which brought the world into being. The Song
of Creation is eternal, meaning that it has always DC 18 The tome can break the minds of those
existed even before the words were wrought onto who read it, but it can also grant access to
the page. One wonders — is the Song of Creation powerful miracles.
the written word, the book, or the melody the gods
sang? Somehow the Song of Creation is more than DC 21 The tome is completely indestructible.
this and yet they all are one. That means that in a
way the Song of Creation’s wielder holds the multi-
verse itself in their hands.
Designing Prayer Books • The rarity of a spellbook informs its power. A prayer
book offers a maximum spell level based on its rarity:
Prayer books— any specific collection of scriptures which • Common: 1st-level only.
may include sacred stories, wisdom literature, hymns, creeds, • Uncommon: Up to 2nd-level.
codes, and liturgical formulations — are to divine casters • Rare: Up to 3rd-level, +1 spell attack and save DC
as spellbooks are to wizards. You must have spells from the when used as a focus.
divine school on your class spell list to attune to a prayer book, • Very Rare: Up to 5th-level, +2 spell attack and
and you may only be attuned to one prayer book at a time. save DC when used as a focus.
Each prayer book has a spell list, and once attuned you may • Legendary: Up to 8th-level, +3 spell attack and
cast those spells, even if they are not otherwise prepared or save DC when used as a focus.
known. You still must have spell slots of an appropriate level • Artifact: Any spell level, +3 spell attack and save
to cast those spells, even as a ritual. The more rare the prayer DC when used as a focus.
book, the more powerful spells and benefits they bestow. In
addition, you may use an attuned prayer book as a spell focus. • Ordinary prayer books should offer no more than 5
spells. Artifacts may offer more.
You can use calligraphy tools to copy or compile a prayer
book just like creating any other magic item. In addition • When creating prayer books, Narrators should
to quality materials, you must also have sufficient scripture consider the following questions:
and religious documents (how much is at the Narrator’s
discretion). • What are the various religious groups and people groups
in this campaign? Whose story should be told? Whose
When creating a custom prayer book, work with the story is worth knowing more about?
Narrator and use the following guidelines.
• What are the important time periods in the history
• A prayer book exists to help players explore the world of this faith group? What are some of the religious
and should encourage interaction with in-world faith phrases, beliefs, texts, and practices that originate
in a rich way. The prayer book might relate to a church during this time?
or religious organization, but it should pose questions,
allude to mysteries, and include hints about the world. • Through the ages, how would this people reflect their
beliefs and experiences in art?
• Mechanically, prayer books offer a small set of reliable
spells. This helps a divine spellcaster prepare other spells, • Are there any traditions, powers, or secrets that were
or expand their limited set of known spells. suppressed over time? Were they suppressed by the
group in question, or by a rival group?
343
Trials & Treasures
Artifact Properties Veil of Fate
The Song of Creation has two lesser artifact bene- Wondrous item, artifact (requires attunement)
fits, one lesser artifact detriment, and one greater
artifact detriment. Crafting Components: Unique (uncraftable)
Few powers are more coveted than the ability to
Mystical Tome examine and manipulate the threads of fate, and
yet destiny is a mystery that most have yet to fully
This tome is written in a script that even the angels comprehend. As enigmatic as the forces it commands,
cannot decipher. While attuned to it, you can read the origins of the Veil of Fate are unknown. It was
it as though you are reading your first language. brought to historical attention when it was revealed
Reading the Song of Creation reveals beautiful as the source of a renowned seer’s remarkable abili-
poetry about nature, light, and life, but structur- ties, her foretellings reached the ears of queens and
ally they do not make sense when read start-to-end. generals, shaping a continent and undoubtedly the
The poems cannot be perfectly translated, as each whole of history. Fearful of her influence and envious
individual interprets the same poem differently. The of the veil’s power, those outside of her circle of influ-
pages cannot be counted, and various purported ence conspired to behead her and take the relic. The
complete counts invariably disagree. subsequent fighting and intrigue saw the Veil of Fate
become lost for centuries, occasionally appearing in
When you first attune to this tome and when you tales as fantastic as they were inscrutable. While this
read it, you must make a DC 18 Wisdom saving tale is the best known, records of the Veil of Fate’s
throw or else become stunned for 1 hour. If you existence can be traced to the beginnings of written
succeed on this saving throw, you are not subject to history, its bearers painted as either titans of achieve-
it again for 1 week. If you consult this tome during a ment or dire warnings to be heeded by the wise.
Wisdom or Intelligence check to recall lore, you gain
a +5 bonus to the roll, and any natural d20 results The Veil of Fate is a diaphanous silver and gray
of 2 through 9 count as a 10. cloth attached to a thin silvery band which is worn
on the bearer’s head. When worn correctly, it falls to
Magic the floor around its bearer, covering them entirely in
a faint silver shimmer. It is unknown whether or not
While you use this prayer book as a spell focus, you this appearance is due purely to the physical nature
gain a +3 bonus to spell attack rolls and your spell of the veil or its powers taking the bearer slightly
save DC, and you cast the spell without the need beyond the bounds of reality.
for any other material components that cost 1,000
gold or less. In addition, you know the following Legends and Lore
spells: astral projection, demiplane, gate, maze,
true resurrection. Success on an Arcana or History check reveals
the following:
Destroying the Song
DC 15 This is the Veil of Fate, which allows the
The Song of Creation is made from a material that wearer to see the very strands of destiny.
defies categorization, and it may well be indestruc-
tible. The best hope at banishing its power from the DC 18 The veil grants glimpses into the future.
world is to return the tome directly into the hands
of a god. DC 21 Many who have donned the veil are
immediately struck by disturbingly accurate
premonitions of the future.
Artifact Properties
The Veil of Fate has one lesser artifact benefit,
one greater artifact benefit, and one greater arti-
fact detriment.
344
Chapter 8: Enchanted Gear
When you are wearing and attuned to the veil, Control Fate
creatures have disadvantage on opportunity attacks
against you as the combination of your enhanced When you finish a long rest, you are bolstered by
foresight and diaphanous appearance bamboozles a strange sense of how to get the most out of your
your foes. interactions and endeavours, gaining inspiration.
The glimpses of the future granted by the Veil of In addition, after completing a long rest you roll
Fate are not always advantageous. You are always a d20. This is your foretelling roll. When you or a
last in the initiative order as you are overwhelmed creature you can see within 30 feet makes an ability
with insights into the events that are about to unfold, check, attack roll, or saving throw, you may choose
though you may choose to use your foretelling roll to replace the d20 roll with your foretelling roll.
(see Control Fate below) for all of your initiative You may choose to use this property after seeing the
checks for the day. initial roll, but before any of the roll’s effects occur.
Once you have used this property, you cannot do
In addition, you can impart some of the veil’s so again until finishing a long rest.
power by falling into a deep meditation for 8 hours.
When your meditation is concluded, your touch Magic
bestows one of the benefits of the Veil of Fate onto
an allied creature, and you suffer a level of fatigue You may cast augury at will while attuned to and
from the effort. wearing the Veil of Fate.
Foretelling Twice per long rest you can cast one of the
following spells without consuming material
At the Narrator’s discretion, when you first attune to components or expending a spell slot: arcane eye,
the Veil of Fate you are granted a detailed premoni- clairvoyance, commune, divination.
tion of future events, presenting the opportunity to
intertwine those threads of fate with your own. You Roll a d20 after each long rest. On an 18 or above,
can perfectly recall the premonition for a number of you gain the benefits of the foresight spell.
days equal to your Intelligence modifier (minimum 1
day), after which the memory is gone as if you never Walking Chicken Hut
experienced it. Anything you write down or other-
wise record about the premonition during this time Wondrous item, artifact (requires attunement)
is all that remains. Another creature may be given
a different premonition or no premonition upon Crafting Components: Unique (uncraftable)
attuning to the veil. You can occasionally recall key Rumored to appear in bogs and swamps where
details of the premonition at important crossroads amidst the fog it is often mistaken for a gigantic
in the future before the depicted events occur, and predatory bird, this ramshackle hut has been known
otherwise receive guidance from the premonition to convey many an influential spellcaster. Arcane
long after you’ve forgotten it. societies tend to look down upon the people that
deign to use this artifact and refuse to recognize
Choose Your Destiny it for what it truly is, perpetuating the belief that it
is a cursed relic best left alone. Any knowledgeable
While attuned to the Veil of Fate you are keenly scholar knows there is good reason for the prac-
aware of your own destiny. tice — sometimes when left idle for too long without
a master the hut walks of its own accord directly
When you spend 8 hours meditating on your towards the nearest planar portal, and all those
destiny and life’s purpose, you can see some of known to have claimed ownership have disappeared
the steps you must take to change it. This medita- under mysterious circumstances.
tion brings on a profound change, and when it is
concluded you may choose a new Destiny (pages A simple bed and table permanently affixed to
95–103 in the Adventurer’s Guide). the floor in this shuttered wooden hut, and it is able
to fit up to 12 Medium or smaller creatures inside.
After taking a long rest inside of the hut, you make
a DC 21 Perception check, seeing through the veil
and revealing its true nature on a success — strange
345
Trials & Treasures
markings and other signs of witchcraft cover nearly TABLE: WALKING CHICKEN HUT RUNES
every surface of the interior and it reeks of chicken
effluent. Once the veil is seen through, there are 8 RUNE LIT DARK
glowing runes on the table, each only half-illumi-
nated. When you pass your hand over a rune, the An enormous pair of The chicken legs
energies inside respond and you can fully illuminate
it or remove its glow entirely. When certain runes chicken legs extend, retract, reducing the
are illuminated, enormous chicken legs beneath the
hut rise it up off of the ground. The Chicken Hut is allowing the hut to hut’s Speed to 0 feet
a Gargantuan object with an Armor Class of 21, a 1 walk and swim.
total of 320 hit points, Speed 50 ft. or swim 10 ft. (0 and making it unable
ft. if the legs aren’t extended), and immunity to cold,
poison, and psychic damage. to benefit from
The hut floats on water. While the hut’s door and bonuses to speed.
window shutters are closed, the interior is airtight
and watertight. The interior holds enough air for Forward window Forward window
60 hours of breathing, divided by the number of 2 shutter closes.
breathing creatures inside.
shutter opens.
You can use an action to control the illumination
of as many as two of the hut’s runes, and a bonus Side window shutters Side window shutters
action to control a third. After each use, a rune goes 3
back to its neutral position. Each rune, from left to
right, functions as shown in the Walking Chicken open (two per side). close (two per side).
Hut Runes table.
Each extended The hut releases
If you are not attuned to any magic items and
spend a week inside of the Walking Chicken Hut, chicken leg makes a disgusting and
you can attune to it. The hut uses 2 of your attune-
ment slots. Once attuned, as long as you can see the following melee offensive miasma.
it you can use your bonus action to manipulate as
many as 3 of its runes. weapon attack: +10 All creatures in a
Legends and Lore to hit, reach 5 ft., one 60-foot radius of the
Success on an Arcana or History check reveals the target. Hit: 9 (2d8) hut make a DC 18
following:
4 slashing damage. Constitution saving
DC 15 This is the Walking Chicken Hut, home
to many wielders of magic throughout the ages. throw or are poi-
DC 18 The hut is known to move and act of its soned until the end
own accord.
of the pilot’s next
DC 21 The hut can be controlled using the runes
on the table within. turn. If the interior
Artifact Properties is not sealed, this in-
The Walking Chicken Hut has one lesser artifact cludes any creatures
detriment and one greater artifact detriment.
inside the hut.
The hut walks or The hut walks or
5 swims forward. swims backward.
The hut turns up to The hut turns up to
6 180 degrees left.
180 degrees right.
Lanterns appear on If there are lanterns
the front of the hut, conjured on the
emitting bright light front of the hut,
7
in a 30-foot radius they disappear.
and dim light for an
additional 30 feet.
8 The front door The front door closes
unseals and opens. and seals.
346
Chapter 8: Enchanted Gear
Whispering Stones TABLE: WHISPERING STONES RECIPIENTS
D100 RECIPIENT
Wondrous item, artifact (requires attunement)
1 Balor
Crafting Components: Unique (uncraftable)
Just as a fortune teller’s scrying ball is crystal clear, 02–26 Bearer of the nearest message stone
Whispering Stones are orbs of inky blackness. Similar
to less powerful message stones, they allow commu- 27–36 Bearer of the nearest Whispering Stone
nication across long distances. However, these potent
artifacts are imbued with material from the nether- 37–46 Spirit from the nearest graveyard
world and only five are known to have been created.
47–51 Deceased ancestor
Connected via the realm of the dead, with proper
use a person can communicate simultaneously with 52–56 Djinni from the Elemental Plane of Air
any number of other Whispering Stones and message
stones, or even stream thoughts from places and 57–61 Efreeti from the Elemental Plane of Fire
beings beyond death.
62–66 Fortune teller with a crystal ball
Interacting with the dead is a matter for necro-
mancers and priests for a reason: the dead rarely 67–71 Night hag with a magic mirror
speak plainly to the ears of the living, for their
reality is a place of warped distortions. These 72–76 Imp
powerful relics can grant their users great insight,
but who else might be listening in? What arcane 77–81 Deva
secrets — past, present, or future — might be
revealed through them? Demons and angels may 82–86 Dryad or sprite
send secrets and prayers, adding to the cacophony
of voices. Whispering Stones have forged nations 87–91 Vampire
and shaped destinies, and though they have prac-
tical magic applications they hold deeper, dangerous 92–96 Lich
secrets within.
97 Archfey
Legends and Lore
98 Sleeping dragon
Success on an Arcana or History check reveals
the following: 99 Forgotten god
DC 15 This is a Whispering Stone, which allows 100 Legendary queen of an ancient civilization
communication across long distances. Only five
of these stones were ever created. term mental stress effect that lasts for 1d6 days. The
voice in your head remains for as long as the mental
DC 18 The stones can speak to each other. stress effect.
DC 21 The stones can also speak to the dead, or If you simultaneously connect to two or more
ask questions of powerful extraplanar beings. extradimensional entities, you make a DC 15
Wisdom saving throw or gain a long-term mental
Artifact Properties stress effect.
Each time you use a Whispering Stone to cast a spell, Magic
roll a d20. On a 1, the casting connects your mind
with that of an extradimensional entity chosen by While touching a Whispering Stone you can use an
the Narrator. You begin to hear this entity’s thoughts action to cast sending. The target is a creature that
in your head (and vice versa), and if you were not carries a message stone or Whispering Stone you
already attuned to the Whispering Stone, you imme- have seen before. If no creature currently bears that
diately attune to it. In addition, you gain one short- stone, or if you have never seen a message stone or
Whispering Stone before, your message is conveyed
347
Trials & Treasures
to another recipient. The Narrator may select a Crafting Magic Items
specific creature to receive the message or consult
the Whispering Stones Listener table. This recipient For those who have reached the height of mundane
of your message learns your name, current location, crafting there is the intricate practice of creating
and that you bear a Whispering Stone. magical items. This can be done during downtime,
like crafting mundane items, but is often a more
A Whispering Stone begins with 6 charges and finicky process. Magic items can be as unique as
regains 1d4+1 charges each dusk. While attuned to their crafters, ranging from potions to armor sets,
the stone, you can use an action to cast speak with and a particular magic item can look different every
dead (1 charge) and spirit guardians (1 charge). If time someone new crafts it.
also connected to an extra dimensional entity, you
can cast divination (once between long rests) to ask Unlike crafting mundane items, crafting magic
items is rather hit or miss. Crafting a magic item
the entity a question. is either successful or it is not.
Player Level. Common magic items are called
such for a reason — just about anyone can create
them. As the rarity of an item increases however,
so does the level of skill required. The Minimum
Player Level table shows what level a character
must reach before being able to craft magic items
of a certain rarity. Unless their statistics state
otherwise, an NPC is only able to craft magic
items if they have spellcasting levels.
Base Materials. To craft a magic item a char-
acter must first acquire base materials equal to
half the magic item’s cost; this includes special
metals, wood, leather, and other substances
which make the basic item, plus a mixture of
common alchemical reagents, arcane compo-
nents, or divine ingredients. These materials can
be purchased easily as long as the character has
the requisite funds and usually do not need to
be accounted for individually.
Special Components. For most magic items,
specific additional components are also needed
that may not be available for purchase. PCs
may need to undertake adventures in order to
acquire these components. See the description
of the desired magic item to learn what, if any,
special items are needed. Special components
include exotic items (such as a mirror that a
basilisk has seen its reflection in), or creature
parts (such as dragon scales). Creature parts
can be easily collected from a defeated monster
with no special ability checks required; this takes
one hour and gives one dose plus one dose per
size category of the creature above Medium.
Collecting creature parts from any unwilling
sentient humanoid is considered an evil act.
348